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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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9897976 No.9897976 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9890843

DOOM/QUAKE/DUKE/64/HERETIC/HEXEN/UNREAL/SAM/HALF-LIFE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/ZMjJyQE5

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

>> No.9897980
File: 909 KB, 1024x512, ongoingProjects.png [View same] [iqdb] [saucenao] [google]
9897980

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263/#9611406

VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9803556/#9803715

FORE/VR/ ALONE
Rules: https://desuarchive.org/vr/thread/9890843/#9896579

=== NEWS ===
[5-10] New Hexen II map using Shadows of Chaos mod
https://www.celephais.net/board/view_thread.php?id=62245

[5-7] New Doom II RPG Port available
https://www.doomworld.com/forum/topic/135602

[5-5] Quofee 2 released : 132 vanilla Quake speedmaps
https://www.quaddicted.com/reviews/quoffee2_final.html

[5-4] Woof! 11.0 released with many new features
https://github.com/fabiangreffrath/woof/releases/tag/woof_11.0.0

[5-2] Combined_Arms Gaiden has been updated to version 2.0
https://www.youtube.com/watch?v=ocXJAHKO4Wo

[5-2] DBP58: Immortal Warfare has released
https://www.dropbox.com/s/yuofyq7afblzuzv/DBP_58.zip

[5-1] DNF Restoration goes open-source
https://gitlab.com/team-restoration/duke4-public

[4-28] Eternity Engine goes Multithreaded (beta)
https://www.doomworld.com/forum/topic/135380

[4-25] Duke Nukem 3D mod Legacy Edition 2.0 release on May 19th
https://www.youtube.com/watch?v=sOgYz34AvD0

[4-19] What Lies Beneath, 11-maps episode for MBF21 RC1 revealed
https://www.doomworld.com/forum/topic/135165

[4-15] Unreal mod "Steele Dawn" V2 has been released
https://www.unrealsp.org/index.php/articles/reviews/steele-dawn

[4-15] Coincident achieves first ever non-TAS single segment run of Okuplok (ITYTD)
https://youtu.be/4PP6iqrgIM8

[4-12] Re: Mobilize Quake mod announced
https://youtu.be/KZOgpGb6YM0

[4-11] Doomer Boards projects compiled (01-57) (With latest fixes to Shatter Realm)
https://www.mediafire.com/folder/n9j77ptkec5md

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9897991

Do you think it's weird if I force reload animation on a gun whenever you cease firing (Like plasma rifle) even though logically you shouldn't have ran out of ammo because it's a revolver?

>> No.9897993

OP image is the intermission screen from this TC, if anybody needed to know.

http://www.mediafire.com/file/tbw2489n803ckk2/noah-doom-beta.zip/file

>> No.9897996
File: 53 KB, 400x352, _cirno_.jpg [View same] [iqdb] [saucenao] [google]
9897996

>>9896579
>>9892453
Reposting for Anon

Doom 2 Waifu wad "Fore/vr/ Alone" :
>IWAD : Doom 2 | Format : Boom | Texture pack : OTEX 1.1

>Map for Doom 2 using sectors to draw your Waifu as part of the map.
>Your Waifu MUST be part of the playable area, and you CAN extend the playable area further than your Waifu.
>You can add up to 5 custom textures picturing your Waifu in some way, keep it blue-board friendly or it will be badly censored.
>Custom MIDIs are welcome (with proper credit when possible)
>Don't bother with secret exits for now.
>You probably know to, but don't forget to test in one or two ports other than your favorite.

>You can tag this post with your Waifu before making your map if you want to claim your Waifu.
>Submit your maps by tagging this post with your name (optional), your map, your Waifu and this project name.
>Deadline : Somewhere between 94 protons and Mordeth, that is June 18th, 2023.

>> No.9898019

>>9897991
>Do you think it's weird
If it looks bad, yes.
If it looks good, no.
Best of luck, anon.

>> No.9898028

>>9897991
Am I able to cancel the animation, or is it mandatory? Is there still going to be standard Doom weapon switch speeds as well?

>> No.9898029

>doom

>> No.9898034

>>9898028
You'd have to see the animation through, unless you out of ammo, like SSG and Plasma.
I'm throwing around different concepts to make pistol and chaingun more relevant, including having something about pistol that isn't overshadowed by chaingun.

>> No.9898035
File: 18 KB, 638x396, 1664254737578357.gif [View same] [iqdb] [saucenao] [google]
9898035

>> No.9898045
File: 2.02 MB, 1920x1080, 2023-05-12_154109_390.png [View same] [iqdb] [saucenao] [google]
9898045

this game is just doom on a "realistic" setting I love it

>> No.9898051

>>9898034
>I’m throwing around different concepts to make pistol and chaingun more relevant, including having something about pistol that isn't overshadowed by chaingun.
Oh alright nice, that sounds awesome, now I’m really on board with what you’re suggesting.

>> No.9898065

Missed the new bread
>>9897920
If the bit about the miscarriage is right the sign changing genders could well be in relation to the baby's gender being uncertain. That was a lot of blood in the bathroom btw.

>> No.9898070

>>9897976
S3dNA remake for GZDoom when?

>> No.9898072
File: 60 KB, 451x373, 15430858054260.jpg [View same] [iqdb] [saucenao] [google]
9898072

>>9897976
Playing Quake for the first time using Quakespasm. What difficulty should I choose - hard or nightmare?

>> No.9898075

>>9898045
I hate SoF solely because of no numbers present on that healthbar

>> No.9898079

>>9898065
Adding to this. There is the sudden strange car as well, which could imply a crash; giving motive for why a house would be burned down: Destroying memories. Maybe the wife died somewhere along the line and the husband decided to die by fire.

>> No.9898083

>>9898072
normal

>> No.9898084

wad....
...booru...
think about it doomtards...

>> No.9898086

>>9898084
I want it too, but I'm not going host a site for it.
I would be willing to volunteer, and tag the wads at least for a year though.

>> No.9898089

>>9898084
and then an hydrus network for wads

>> No.9898090

>>9898086
same, id love to help do tagging and stuff. hope someone can make the idea real.

>> No.9898092

>>9898072
Hard. Vanilla quake maps are piss easy.

>> No.9898094

>>9898070
see
>>9897993

>> No.9898110

>>9898089
huh. i looked this up, seems pretty useful.
i wish i was a codemonkey so i knew about these things more easily

>> No.9898120

>>9898092
>lmao 2shamb on E1M3 when you don't have anything better than a nailgun
probably not an ideal first experience

>> No.9898141

>>9898084
"be the change you want to see..."

>> No.9898145
File: 1.06 MB, 1920x1080, Screenshot_Doom_20230512_132052.png [View same] [iqdb] [saucenao] [google]
9898145

>> No.9898146

>>9898084
Do it, you have my support.

>> No.9898152

>>9898084
I'll make the logo

>> No.9898176

>>9898152
what about art for each number icon in the counter?

>> No.9898185

>>9898145
What you playing, anon?

>> No.9898193

>>9898185
Q2PSX+Dead Marine

>> No.9898206

>>9898092
>revisiting SoA
>the game has you trip over the laser gun while all these enforcers keep dropping ammo for it
That tunnel with the rocks has been the hardest part so far, this is so jarring after replaying Dopa.
>>9898120
It’s not so bad as long as >>9898072 knows they have explosive resistance, and they won’t instascan him on hard or lower.

>> No.9898235

>>9897991
Hacx does this for the chaingun replacing Uzi. It looks cool but for gameplay it is a surprisingly large hindrance as you can't tap fire the chaingun anymore. In a roundabout and annoying way, it gives the pistol a new purpose again.

>> No.9898239

>>9897996
dang, Cirno truly is the stronkest.

>> No.9898246

>>9898235
Hacx's pistol, iirc, fires two bullets at once anyway, so I guess that solves that problem.

>> No.9898260

>>9898235
I'm thinking the reverse, have a pistol that has tigtht spread but penalizes stopping and chaingun that is pointless to try and tap.

>> No.9898264

>>9898141
i dont know how computers work

>> No.9898269

A new Violent Rumble progs.dat is up with some shield changes:
>enemies impaled on the empathy shield will occasionally twitch, making them do a pain grunt and losing a small amount of health
>they also have a chance to escape from the shield based on their stun threshold (this was an absolute pain and is probably still pretty buggy, so let me know if there are issues)
>power shield lightning damage to attacking enemies no longer requires the player's cells to be full first
>power shield knockback is a bit stronger and flung enemies now knockback other enemies, creating a domino effect
>fixed some hit detection issues with shields (3d vectors are gay and cringe)

Yell at me if shit's broken.

>> No.9898278
File: 676 KB, 1000x842, file.png [View same] [iqdb] [saucenao] [google]
9898278

>>9898264
A tale as old as time.

>> No.9898281

>>9897996
So how's progress? I know one anon finished already, how's everyone else doing?

>> No.9898294

>>9898281
i really want to make a map but im too afraid to because 1. i suck at mapping and 2. im too embarrassed by the character i like

>> No.9898306

>>9898294
nothing wrong with liking marisa kirisame anon

>> No.9898317 [SPOILER] 
File: 248 KB, 679x375, 1612123287963.png [View same] [iqdb] [saucenao] [google]
9898317

>>9897996
Does the lead have a plan for the secret maps? I had an idea for a shitposty map that would be best suited for something outside of the main set of levels (pic very much related)

>> No.9898323

>>9898294
>1. i suck at mapping
Non-issue, today's the day to try. If you're not confident just make a short map and spawn a shotgun with ammo around only use imps. Do it for her, anon.
>2. im too embarrassed by the character i like
It can't possible be bad, anon. Post of an image of your waifu, we'll all judge you nicely
I'll even draw the line-art for you and make a prefab so you can import it for your wad.

>> No.9898327

>>9898294
Come on, anon, surely can't be that weird. People on this site lust after literally anything so can guarantee I won't judge you.

>> No.9898346

>>9898317
I'm not the organizer, though I did make the original curly wad and have remake it. I have no idea what we're doing for the secret map, most of the ideas though are to make it gay-bara-sex related because no one is original.

>> No.9898364

>>9898346
>most of the ideas though are to make it gay-bara-sex related because no one is original.
Yeah, what's up with that? We already have an entire mapset about that.

>> No.9898372

>>9898294
As long as she can be considered humanoid you aren't too far gone yet

>> No.9898383

>>9898323
>>9898372
but its not a waifu
its a husbando

>> No.9898384

>>9898193
>>9898145
I like the way D2 allows you to combine different mods, but no jumping is what kills all of my drive to download it from a russian abandonware website

>> No.9898401 [SPOILER] 
File: 1.04 MB, 3507x2480, __izayoi_sakuya_and_hong_meiling.jpg [View same] [iqdb] [saucenao] [google]
9898401

>>9898364
Because gay-bara-sex is clearly manly, and we're manly men.
The secret level should show show you who's boss of this gym
>>9898383
Go ahead anon, post Astolfo.

>> No.9898406
File: 2.89 MB, 640x360, empathy.webm [View same] [iqdb] [saucenao] [google]
9898406

>>9898269

>> No.9898409
File: 280 KB, 1920x1084, sander-wilbrink-doom-bruiser-brothers.jpg [View same] [iqdb] [saucenao] [google]
9898409

>>9898383
. . .are you a /gmad/ fan or a femoid?

>> No.9898413
File: 2.90 MB, 640x360, power.webm [View same] [iqdb] [saucenao] [google]
9898413

>>9898269
My only dumb nitpick would be that maybe the angle of launch is too high to consistently smack them into each other, but you did a very good job

>> No.9898414

>>9898406
Does using the shield force you to using only melee weapons?

>> No.9898415

>>9898401
you people will never guess who he is
>>9898409
no

>> No.9898443

>>9898414
No, but I’m going to try making a map solely around melee combat. The idea is that the player has to choose one of the two shield types, and then later on, choose one of two melee upgrades (Armagon mjolnir or Q3 gauntlet).
Though I might change this, since a player locking themselves into something they end up not liking and then wanting to restart the whole level would be terrible.

>> No.9898473

>>9898443
>player locking themselves into something they end up not liking and then wanting to restart the whole level
If the player actually wants to replay the whole level, even if they're annoyed at "having" to, I think it would show that the map stands well enough on its own. So just keep the fun-damentals in mind and you should be fine.

>> No.9898479
File: 172 KB, 462x536, 3ac98112e474fb103e33ffee9efde81d.jpg [View same] [iqdb] [saucenao] [google]
9898479

>>9898317
>>9898346
One of the maps could obviously be Yotsuba, but apart from the basic Doomguy map, I have no idea. Also while I "lead" this project, anyone can propose things for this project, I'm not the one who made the Curly original.

>>9898294
Do it. I can't speak for other anons, but if you map something, I won't even judge your furry OC.

>> No.9898485

hey anons, figuring out adding custom weapon pk3 files right now
So I know that after doing all the testing and mapping I need to add the textures I used into the wad file via SLADE, do I need to to the same somehow with any pk3 files I used? I don't want to have to say "oh btw please load the following to run this map".
I know you "add resource" in the doom editor but that doesn't save what you used into the wad does it?

>> No.9898493

>>9898485
You can't put pk3s in a wad and have it work, though you can put wads in a pk3.

>> No.9898497

I'm gonna draw Parias' chest in doom builder and you can't stop me.

>> No.9898501

>>9898035
is this just shitposting or is it complaining about "anthros"
the holes are already exposed, i don't know what else you could do for a caco besides turning it into a real girl.

>> No.9898505

>>9898501
it's just a shitpost

>> No.9898508
File: 5 KB, 368x114, 1668899079941779.png [View same] [iqdb] [saucenao] [google]
9898508

>>9898493
I got the weapons to work in the editor but picrel is what I assumed would happen. How would I get the pk3 files to be loaded alongside the wad? Would I have to re-assemble the weapons in my wad via SLADE?

>> No.9898515

>>9898479
>I'm not the one who made the Curly original.
And despite me being the guy who did make the curly original wad, I'll repeat as well.
Anyone can propose things for this project.
>>9898415
It's okay, I won't judge your for trap-furry-oc

>> No.9898524

>>9898508
>Would I have to re-assemble the weapons in my wad via SLADE?
You can just put them in there, though they have to be in the way wads organize that shit.

>> No.9898530

Recommend me some Doom wads like Doom Zero that focus on level design.

>> No.9898537

>>9897996
Im gonna draw a big dicked demon

>> No.9898543

>>9898537
That's the Hedon map sorted then.

>> No.9898567

>>9898264
>Creating a custom booru-style website for WAD files would require some web development knowledge and skills. Here's a general outline of the steps involved in creating a booru for WADs:
>...
>...
>...
>Please note that creating a booru website is a complex task that requires web development expertise. If you don't have the necessary skills, you may consider hiring a web developer or using existing platforms or content management systems that offer similar functionality and customization options.
thank you AI-sama

>> No.9898581

>>9897976
What's the deal with Wolfenstein Blade of Agony? Is the self-censored content worth seeking out an earlier release?

>> No.9898592

>>9898581
There's versions on archive.org, whether it's worth it or not I couldn't really say as it seems like a pretty shit TC regardless of version.

>> No.9898605

>>9898543
>Hedon
not really. its actually my oc

>> No.9898609

>>9898605
What's the difference?

>> No.9898616

>>9898609
Not futa shit.

>> No.9898626

>>9898281
I'm teaching myself how to use Ultimate Doom Builder first.

>> No.9898746

>>9898281
Still in the idea phase, need to learn a new editor either way.

>> No.9898781
File: 51 KB, 622x812, 1676615052042457.jpg [View same] [iqdb] [saucenao] [google]
9898781

>see a couple of videos about myhouse.wad reccomended to me, but dont watch them
>decide to download it and try it cus it must be good
>realize its a "muh big sad/grief/depression" and "umm its symbolism its actually deep ok?" shit that is way too long
>die a couple of times cus drunk and get stuck in corners, forget to save
>say fuck it imma read ending or something
>tip over my glass and spill coke everywhere
Fuck this

The techical shit is nice tho, glad to see people having fun with the engine

>> No.9898783
File: 406 KB, 1150x1150, cloud.png [View same] [iqdb] [saucenao] [google]
9898783

>> No.9898795

>>9898781
I must be retarded because I couldn't find a way to progress or found anything else notable after I got out of the the stupid backrooms reference. Shame because I liked the atmosphere in Yume Nikki so thought it would be up my alley but doing the same type of navigation in Doom wasn't as atmospheric IMO.
Would probably pick it up again though if there was a spoiler-lite 'exploration guide' somewhere instead of a full teardown.

>> No.9898797
File: 725 KB, 1595x876, Screenshot_20230512_131808.png [View same] [iqdb] [saucenao] [google]
9898797

>>9898281
I've got Shanalotte's outline done, and put together the bulk of the larger parts of construction and room/building outlines. Right now I'm working on figuring out purposes for each room, tailoring the specifics of what's going on inside them, and then figuring out a basic path for the player to get through the level.
Texturing and precise monster placement is still a ways away, never really used anything besides vanilla and vanilla-adjacent textures, not to mention getting used to Eureka editor.

>> No.9898802

>>9898415
Is it Zero from Rockman X?
how close am I?

>> No.9898805
File: 283 KB, 1920x1080, 20230126200114_1.jpg [View same] [iqdb] [saucenao] [google]
9898805

>>9896907
That's a very good post and putting to words what 'makes' HL1 combat, the ups and downs of it.

It's funny that "just" marines are more scary as opposition than the supposed ultrahuman ability oppressive Combine opposition but the way they use the scripted sequences with the HECU makes it really feel like the might of an elite military unit is descending upon you, and their vehicles absolutely mean business as well between the bradleys, the air strikes, helicopters and the way they really love flushing you out with grenades etc. You'll get really easily peppered by them as they shoot and scoot or if you hunker down in cover you get grenaded etc.

>> No.9898807
File: 833 KB, 1333x773, kkbath.png [View same] [iqdb] [saucenao] [google]
9898807

>>9898281
I have the layout and concept down but it's gonna be a lot of doomcute sectorshit to complete.

Dunno if this is besides the point of the project since the "art" doesn't really serve as playable arena per se since it's just there and the map's concept is more like a visual gag about taking a bath.

Also to avoid hassle with the OTEX files for whoever is compiling the wad, I'm just sticking to vanilla Doom 2.

>> No.9898851

>>9898807
>Dunno if this is besides the point of the project since the "art" doesn't really serve as playable arena
It's kind of the point of the challenge to make the art playable in some way, if even just to be dressing for a hallway or arena.
You should consider making a teleporter, or something, down "art" to handle some switches or something. Like having to fix something to finish your doom-cute task.
Good luck, anon.

>> No.9898868
File: 67 KB, 913x630, Eto.png [View same] [iqdb] [saucenao] [google]
9898868

>>9897996
I drew random shapes and plan to retouch them to make them into an actual map.
Add in rooms, different heights etc.
So far, there's a teleporter.

>> No.9898887

>>9898072
Nobody plays on Nightmare

>> No.9898907

>>9898795
Ye I used the doomwiki like twice, probly saved me 30mins of searching

>> No.9898915
File: 178 KB, 640x360, CONBACK.png [View same] [iqdb] [saucenao] [google]
9898915

What's he playing, /vr/?

>> No.9898932

Gonna give Rebel Rumble a try. What's a wad that specializes in short and sweet punchy action that isn't Jenesis?

>> No.9898945

for the waifu maps, surely we dont need to match the flats to the reference picture right? or do we
i'll try to put a submission in. it'll be my 2nd map though. first one was limit removing vanilla, its on idgames (devcleanup)

>> No.9898953
File: 634 KB, 1280x720, 1662681431602679.png [View same] [iqdb] [saucenao] [google]
9898953

>>9892846
dont tell anyone but i think anon is making halo reach in doom

>> No.9898971

>>9892846
A_LineEffect allows activation of remote linedef effects by objects. misc1 ("Unknown 1") indicates the linedef type, while misc2 ("Unknown 2") indicates the sector tag. The tagged sector(s) are activated as though a player has activated a linedef of the indicated type and tag. If the linedef is a S1 or W1 type, then the effect blocks out all further A_LineEffect effects for the object, no matter whether they are S1/W1 or SR/WR types.

I never tried editing the player thing, don't know how it would work.

>> No.9898979

>>9898945
You can forgo matching flats if you want, but try to make your character recognizable at the very least.

>the reference picture
You aren't forced to follow any picture, you know.

>> No.9898985

>>9897996
How the fuck do you make a drawing of a waifu into a playable area?

>> No.9898987

>>9898985
Think E3M2.

>> No.9898990
File: 537 KB, 320x240, 1394170410614.gif [View same] [iqdb] [saucenao] [google]
9898990

>>9898985
imagination!

>> No.9898991
File: 220 KB, 642x951, Doom_map_e3m2[1].png [View same] [iqdb] [saucenao] [google]
9898991

>>9898985

>> No.9898996

>>9898281
mostly struggling to draw waifu
no clue about combat or anything else yet either

>> No.9899002

>>9898991
A lot more detailed and populated by things than I remembered. Wow. My mental image was quite a lot different.

>> No.9899012

>>9898783
>might wad map level

>> No.9899014

>>9898783
>need romero dead
wait until Sigil 2 is out you fucking cloud.

>> No.9899015

>>9898979
>You aren't forced to follow any picture
right, i meant the colours of the character.
i'll try to make it so that it follows it roughly.

>> No.9899040

>>9899014
>need romero dead
The word cloud has spoken on wad names again

>KEKKR: Need Romero Dead

>> No.9899045

What's the qrd with Romero and REKKR?

>> No.9899047
File: 32 KB, 194x823, 1669657662793111.png [View same] [iqdb] [saucenao] [google]
9899047

i guess my wad tags already make it kinda like a soft booru... long live doom launcher btw (though its a silly name)

>> No.9899058

>>9899047
tags can make it more interesting, like making a tag for very specific stuff, like when a wad uses to many revenants, too many misaligned textures, nightmare friendly maps, which maps use a shitload of fireblu, etc etc,

>> No.9899065
File: 68 KB, 551x641, Outism11.png [View same] [iqdb] [saucenao] [google]
9899065

>>9898985
You draw them.
You can do what I did: Go into udmf, add a texture of your waifu or whatever -- trace over and then make a prefab and import into your boom format map.
>>9898945
At the very least just try to make it so we can see your weapon in the automap function.

>> No.9899073

>>9898996
If you want anon I can draw them for you.

>> No.9899081

>>9899065
>make it so we can see your weapon in the automap function.
Sorry, only my waifu is allowed to see my weapon.

>> No.9899095

>>9899081
fuck I'm retarded, I meant waifu.
I'm going back to sleep.

>> No.9899110
File: 311 KB, 479x332, 1662210716471537.png [View same] [iqdb] [saucenao] [google]
9899110

>>9899065
>pic

>> No.9899127
File: 3.53 MB, 3662x2145, Hideous Destructor guns and explosives.png [View same] [iqdb] [saucenao] [google]
9899127

Hi guys, I had fun putting this Hideous Destructor image together for /&tg/, and I thought I should share here too

You can see some cool details that are often overlooked, even when you actually play the mod. For example, if you zoom in and look at the top left, you can see that there's a unique sprite for the pistol when the slide is locked back. And it matches up with the second viewmodel pic of the pistol with the slide back and a raised sight. That's for when the pistol is empty. Easier to see is how the magazine being removed shows in the sprite. I didn't include it here because it was too many states to fit, but you can gradually fill up/empty the saddles of the shotguns as well and it'll show up. On the rifles and pistol, you can see there's a grey notch (fire selector) on some, and not on the others (because they're the civilian semi-only versions). The rocket launcher with and without a magazine tube. Stuff like that.

>> No.9899137

>>9899127
I just noticed I forgot to include the empty 7.76 mag. Whatever, pretend it's a joke about 7mil being "rare"

>> No.9899167
File: 731 KB, 1151x450, cryogun.png [View same] [iqdb] [saucenao] [google]
9899167

Weapon sprite things reminded me that I cannot be convinced Doom Eternal auxiliary shoulder gun thing wasn't inspired by Hacx Cryogun.

>> No.9899170

>>9899167
I'd say it took more inspiration from the Predator.

>> No.9899185

Any idea why Enhanced vanilla plus is giving me a fatal error in Gzdoom 4.10? i cant really ask in the zdoom forums because posting there is a hassle

>> No.9899187
File: 458 KB, 502x663, revforge.png [View same] [iqdb] [saucenao] [google]
9899187

>>9899167
Eh, it could just as easily been inspired by the revenant's own rocket launcher. A shoulder-mounted cannon isn't the most original thing in the world, the only thing connecting them together is they shoot ice.
Also, I didn't know the artist for Hacx went on to be the lead art director for Halo 4. Not his finest work desu.

>> No.9899190

I think I need a rundown on Zandronum mechanics in actionscript
Is Zandronum popular enough still to consider 2 player co-op with it or are we to the point where it's a unicorn to find 2 people who will still play specifically Zandronum to play online.

>> No.9899193

>>9899187
>Also, I didn't know the artist for Hacx went on to be the lead art director for Halo 4.
oof, talk about a fall from grace

>> No.9899279

>>9899127
the old bronto sprite was better.

>> No.9899280
File: 152 KB, 750x1088, 04_DOOM3_033.jpg [View same] [iqdb] [saucenao] [google]
9899280

>>9899193
Apparently he was also a heavy contributor to Doom 3, namely designing and modelling the monsters. It feels like he has a cursed touch or just plain bad luck, because both of these games have something in common.
That said, I think his sketches look pretty nice. I can really tell how this one might have influenced the Prometheans.

>> No.9899285

>>9899190
most Zandro players just play DM mods, but there's still a decent population of people who will play co-op (SNS usually drew a crowd, after all)

>> No.9899304

The mad lad make a map out of only Daina's ass got me thinking: what if the two secret maps are Daina's top and bottom halves?
I don't want to force the guy to make his map a secret level, or anything, but the idea crossed my mind.

>> No.9899329

>>9899304
Better idea: Daina's ass map has the exit to the secret Cyberdemon ass map.

>> No.9899337
File: 262 KB, 1335x727, sw12.jpg [View same] [iqdb] [saucenao] [google]
9899337

>> No.9899339

Speaking of ass maps, earlier I harbored some really cursed thoughts peculiarly shaped pit sectors with red flesh textured walls...

>> No.9899345

>>9899339
Damn anon, that's messed up. On an unrelated note, I just thought of also having uncomfortably shaped pit sectors with red flesh walls that would also have pillars of dirt textured walls emerging from within the pit.

>> No.9899347

>>9899345
KINO

>> No.9899354

>>9899285
So I'm making a few modifications to an existing mod (Demonsteele) specifically to sword arc reach and health management. Last week, someone suggested I publish what i've made when I get to a state I can share it, but I have no idea if my changes are compatible with co-op in Zandronum anymore.

Terminus must have taken DAYS of his time troubleshooting Zandronum co-op compatibility because many sections of its code has hotfixes to ensure compatibility with its co-op, including my favorite:

>Zandronum/ZDoom check. It uses SpawnForced to spawn a Zandronum-exclusive item. If it's successful, well, Zandro is being used. Otherwise, it's ZDoom.This is not a future-proof method at all; there's a very high chance Zandronum and ZDoom items will become interchangeable in the future.
>If we ever reach that point and I am either dead or have moved on from Doom, you're fucked.
And- I'm almost certain this has already happened from what I can tell, and he vanished from Doom modding so I guess this message was made for me.

And all of this would be so much easier if I could say "I don't care about co-op, because I don't play it. Use Zdoom because that's what I use" and ignore the fact it has co-op at all. But if I do any re-writes I'm totally removing any hint of Zandro compatibility because I don't use it and I don't know how it works or what special properties it has.

tl;dr something old that had co-op, but now wouldn't. Would anyone miss it?

>> No.9899357

we haven't reached buttmap nirvana until we replace the icon of sin with an ass with romero's head in the asshole

>> No.9899360
File: 343 KB, 800x450, 800px-KamaSutra-map30-adults.png [View same] [iqdb] [saucenao] [google]
9899360

>>9899357
Oh I get it, you want Kama Sutra 2!

>> No.9899365

>>9899360
mai waifu

>> No.9899374

>>9899360
ok tell the truth, how many of you jerked it to this

>> No.9899376

>>9899360
It looks like a giant brown bunny who took a bullet in the back of its head.

>> No.9899387
File: 597 KB, 1920x1080, Douk.jpg [View same] [iqdb] [saucenao] [google]
9899387

>> No.9899392

>>9899387
cancel this game immediately

>> No.9899394

>>9899387
WHIP SLAPPEM

>> No.9899413
File: 974 KB, 2560x1440, augbmprogress.png [View same] [iqdb] [saucenao] [google]
9899413

More AugerZ brightmaps, though the stimpack is from Sbrightmaps.

>> No.9899417

>>9899413
I LOVE IT!
How'd you do it?

>> No.9899419

>>9899413
>in b4 sued by the Red Cross

>> No.9899431
File: 9 KB, 512x512, doormap.png [View same] [iqdb] [saucenao] [google]
9899431

>>9899417
You make a greyscale version of the texture and blackout the parts of the images you don't want to light up.

>> No.9899434

>>9899431
Oh.
I didn't know it was that easy.

>> No.9899438
File: 38 KB, 377x459, brightmapex.jpg [View same] [iqdb] [saucenao] [google]
9899438

>>9899434
Well, there's also some of these needed to point to each texture so Gzdoom knows what to do with them. Lots of copying and pasting.

>> No.9899457

>>9899438
Is it only compatible with gzdoom?

>> No.9899464

>>9899329
Acceptable.

>> No.9899486

>>9899457
brightmaps are hardware renderer only, there was some "brightmaps" for old school sourceports quite a few threads ago that dealt with esoteric palette fuckery

>> No.9899501

>>9899354
I would miss it because it's a really fun mod in coop.

>> No.9899512

>>9899501
I see.
How does it work in co-op? Fairly well? Is it just Hae-Lin (sword girl) that works or does the other one (name I forgot, the newest one) work as well?
Only asking because there's apparently a game-crashing bug with the new girl's super.


And does it still work in co-op?

>> No.9899518

>>9899512
I haven't played it in years but basically both characters worked fine asides from that super. Lives system worked just fine. Cvars worked fine too. Score system tracked each player individually except for explosive deaths. Network latency made it hard to dodge/parry projectiles (which is why hae's sword sheat has such a big antiprojectile radius) but asides from that it's pretty much great.

>> No.9899520

>>9899354
Oh hey anon! It's I, that artist that also wanted to mod demonsteele.
>"I don't care about co-op, because I don't play it. Use Zdoom because that's what I use"
Anon you're not making demonsteele, you're making a mod for it: It's fine. Demonsteele will still exist, and we can only pray Zandronum will finally update with zscript. Or. Cope and pray there will be some way to convert Zscript to Decorate, through some AI bullshit.
As much as I like co-op if it'll make it easier for you: Go ahead anon, it's fine. Besides gzdoom can still co-op, it just doesn't have drop-in and out gameplay because Graf said no.

>> No.9899542

>>9899518
I'll have to see wht I can do because that does sound very fun. Yeah I was wondering why the sheath blocks in an arc but not the sword, which also doesn't strike in an arc but the sheath does.
>>9899520
Oh hey, I hope the spriting work is coming along.
Yeah I was thinking of refactoring all of Hae Lin's code, which would destroy compatibility. Re-writing it in Zscript would make it way easier because it doesn't have to pass items back and forth for Decorate.
>Besides gzdoom can still co-op, it just doesn't have drop-in and out gameplay because Graf said no
I didn't hear about this, at all. Is it a de-sync thing?

>> No.9899573

>>9899542
>I didn't hear about this, at all. Is it a de-sync thing?
I know I'll be called gaff for this, but it used to be GZDoom was really bad for multiplayer: It has gotten better at handling sync-errors, and generally is fine. You can spend further bandwidth to ensure stability by entering -netmode 1
The issue mainly is you'll have to restart the server a lot to change some options, and when you host: Everyone has to connect. That means if you host 2, another person has to join in order for you play.
Basically you'd just make a batch file that's just this.
gzdoom.exe -host 2 -netmode 1 -file wads/AugerZenith/DBP37_AUGZEN.wad wadsgameplay/LaTailorGirl_V189.pk3
exit
And your friend would just type this his batch file:
gzdoom.exe -join 0.0.0.0 -netmode 1 -file wads/AugerZenith/DBP37_AUGZEN.wad wadsgameplay/LaTailorGirl_V189.pk3

>> No.9899580

>>9899573
>you to* play.
>And your friend would just type this for* his batch file:
Fuck me.

>> No.9899581
File: 679 KB, 1920x1080, roasted butt.jpg [View same] [iqdb] [saucenao] [google]
9899581

>> No.9899585

>>9899573
I can see why people prefer Zandro in that case. It's doable but yeah, it's probably more than most people would be willing to go through.

I'll see what I can do, a part of me was thinking the actual solution is to make a new character, leave Hae-Lin alone to retain netplay compatibility, and make a new one with the mechanics I had in mind.

>> No.9899596
File: 2.86 MB, 1920x1080, Screenshot_Doom_20221222_230811.png [View same] [iqdb] [saucenao] [google]
9899596

>> No.9899614

>>9899596
ah yes doom exactly as i remember it in 1993

>> No.9899630

>>9899045
Romero HATES it. He's livid about the very existence of Rekkr.

>> No.9899639

>>9899630
But why tho?

>> No.9899657

>>9899630
>Romero HATES it. He's livid about the very existence of Rekkr.
I'm gonna need sauce on that, chief.

>> No.9899659
File: 615 KB, 1920x1080, Screenshot_Doom_20230513_003333.png [View same] [iqdb] [saucenao] [google]
9899659

>> No.9899665

>>9899657
The source is his big fat meme-loving ass. There's one or two anons that tried really, REALLY hard to push this weird narrative a few years back. I'm sure they're still around, it's just they've found new obsessions to annoy people with.

>> No.9899667

>>9899639
>>9899657
It's just some forced meme that's long overstayed its welcome.

>> No.9899675
File: 776 KB, 1920x1080, Screenshot_Doom_20230408_095007.png [View same] [iqdb] [saucenao] [google]
9899675

>>9899630
I like this meme still. Someone post the ENDOOM pls

>> No.9899693
File: 42 KB, 640x400, assromeo.png [View same] [iqdb] [saucenao] [google]
9899693

>>9899675

>> No.9899715

>>9899639
>>9899657
I thought it was clear that I was sarcastically shitposting. srry

>> No.9899717
File: 130 KB, 534x400, 1683222880172.png [View same] [iqdb] [saucenao] [google]
9899717

>>9899715

>> No.9899721

>>9899659
When I played plutonia 2 blind it was continuous on HMP also modded and it was still really hard
hope you know what you're getting into

>> No.9899741

>>9899659
Plutonia 2's a special WAD for me, it was the first non-official megawad I had played to completion. Hell, I hadn't even beaten the original Plutonia at the time. Playing on UV continuous with what little experience I had at the time really busted my balls, but because of that, it really did feel like a grand journey, as if I were actually descending into increasingly complex fortresses in deeper reaches of hell. Nuclear Horror remains one of my favorite maps to this day, helped by what is probably stewboy's best work to date. Now that I've gotten gud at Doom, I can beat most WADs in maybe 2 weeks at a maximum and nothing has recaptured the magic since. I almost wish I could go back.
Thanks for reading my blog.

>> No.9899747
File: 2 KB, 80x80, DOOMA2A8.png [View same] [iqdb] [saucenao] [google]
9899747

The kart server seems to be running a little slower than usual, so I'll be doing more file optimizations in the coming week. It's also worth mentioning that /vm/ got V2 setup as a setmod. I think I already know the answer, but what do you think about adding V2 to our server?

>> No.9899750
File: 48 KB, 640x496, 1658122006559.jpg [View same] [iqdb] [saucenao] [google]
9899750

>>9899747
>what do you think about adding V2 to our server?

>> No.9899759

>>9899750
We're on the same wavelength, but I'll wait for more >Opinions to roll in before doing anything.
Even if we do decide to add it, everyone will probably get sick of it in a single day and it'll get removed again.

>> No.9899778

Just beat Doom 2. Are TNT + Plutonia where I should go next? I'm looking for something a bit more difficult but not too hard.

>> No.9899780

>>9899778
> something a bit more difficult but not too hard.
TNT for sure. Plutonia will kick your ass

>> No.9899781

>>9899778
No Rest for the Living

>> No.9899782

>>9899675
poor meatwad

>> No.9899784

>>9899778
also consider Sigil and >>9899781

>> No.9899786

>>9899675
>ticket please

>> No.9899816
File: 664 KB, 690x734, Gross.png [View same] [iqdb] [saucenao] [google]
9899816

>>9899747
>V2
I will only find it acceptable in a joke session, like an april fools special or something.

>> No.9899821

>>9897976
https://strawpoll.com/polls/2ayLkRPlMZ4

>> No.9899823

>>9898783
>especially wang reasons
>doomguy system basically shotgun
>feel ass makes news man case
>better waifu secret
>dont woof
>thanks love
>remember revenants
>fuckheads experience worse interpretation
>playable friendly recently discordia

>> No.9899831

>>9899821
>https://strawpoll.com/polls/2ayLkRPlMZ4
where the fuck is Hexen 2?

>> No.9899834

>>9899821
this poll is fucking garbage

>> No.9899837
File: 278 KB, 626x468, integrity.png [View same] [iqdb] [saucenao] [google]
9899837

>>9899675
>Bloomm

>> No.9899876
File: 361 KB, 1920x1080, art.png [View same] [iqdb] [saucenao] [google]
9899876

>>9899542
>Oh hey, I hope the spriting work is coming along.
It's going well, somehow missed this part.
Learning zscript is still difficult for me, I've never been good with numbers and code. The offer is still up if you want to collab, and help each other.

>> No.9899884

>>9899876
You know what? Sure. Give me a contact and maybe we can hook something up. If you like, I can give you an email.

>> No.9899890

>>9899884
Sounds good. Go ahead, and I'll contact through it.

>> No.9899901

>>9899890
Send it to thatguyfromvr@runbox.com
I'll reply if I get something.

>> No.9899934

>>9898932
Pls renspand

>> No.9900002

>>9899717
But it wasn't ironic, it was sarcastic. Completely different in all ways except execution and reception.

>> No.9900015
File: 894 KB, 1366x768, doom215.png [View same] [iqdb] [saucenao] [google]
9900015

screenshot saturday
dbp59

>> No.9900020

>>9900015
That looks fucking awesome.

>> No.9900060
File: 1.11 MB, 1920x1080, Screenshot_Doom_20230330_142545.png [View same] [iqdb] [saucenao] [google]
9900060

>>9900015
holy that looks great

>> No.9900071

doom remake when?

>> No.9900074

>>9900071
2016

>> No.9900075

>>9900071
Why?

>> No.9900080

>>9900074
nudoom =/= doom
>>9900075
graphics are dated, gameplay is fine but I wouldn't mind a bit of an update

>> No.9900086

>>9900015
>dbp59
Fucking beautiful, my dong has expanded greatly

>> No.9900087

>>9900080
>graphics are dated, gameplay is fine
Just use one of the many vasyn mods if you're inclined to make it look retarded in the pursuit of modern graphics.

>> No.9900089

>>9900071
Never. You already got soft-reboot in 2016, which is pretty much the same thing as current remakes. Original DOOM's still look great and play nice too. It's like the original Super Mario Bros: you can make a remaster of it (All Stars), but at the end nobody would care about it.

>> No.9900109

>>9899780
>Plutonia will kick your ass
Depends on what kind of DOOM player he is. Plutonia brutally punishes run and gun style players but rewards careful strategists. The fights are cleverly designed so there's seemingly always an intended solution for every fight. It's really not that hard if you approach it carefully and strategically.

>> No.9900110
File: 3.65 MB, 1024x768, get fucked.webm [View same] [iqdb] [saucenao] [google]
9900110

Well that escalated quickly.

>> No.9900128

>>9900080
smooth doom + beautiful doom if you want the game to look slightly newer without shitting all over the originals artstyle

>> No.9900132

>>9900080
Enjoy.
https://www.youtube.com/watch?v=6r_-ZJjtmKo

>> No.9900139

>>9900132
I JUST found that, thanks though.
Only downside is I can't get some WADs to be played with it like Doom 64 or No Rest for the Living unless there's a converted to Doom 1/2 wad out there I don't know about that'll make it playable.

>> No.9900140

>>9900110
source?

>> No.9900142

>>9900132
does this actually have ray tracing? i thought only port that allowed it was that one fork of prboom

>> No.9900146

>>9900140
noahdoom >>9897993

>> No.9900147

>>9900142
Nah it's faked up textures that have been around for ages, that shit's just an amalgamation of a bunch of different mods.

>> No.9900149

>>9900080
Please explain to the class what you mean by "dated"

>> No.9900150

>>9900071
>>9900080
>this bait again
Like what do you want, man? There's been so many fucking """graphics enhancing""" mod attempts that surely there's something for everyone who thinks like this.
Are you also inspired to post this shit by that tarded video that popped off on youtube like a week ago?

>> No.9900151

>>9900150
nta
can you post that vid? wanna see

>> No.9900152

>>9900151
https://www.youtube.com/watch?v=zYOV1ZpUozo
viewers beware

Also when seeing it the first time I didn't realize it was by some big channel fag, explains why he feels so at peace saying all that.

>> No.9900154

>>9900152
An ever present reminder of just how many people have been trained to beg for remakes, even when it makes no fucking sense.

>> No.9900161
File: 35 KB, 618x631, Cai.png [View same] [iqdb] [saucenao] [google]
9900161

>>9898868
>>9897996
Struggling a bit with the actual level design and a certain secret area, i just moved onto drawing his face.

>> No.9900167
File: 3 KB, 110x46, ratgif.gif [View same] [iqdb] [saucenao] [google]
9900167

>>9900154
And the peanuthead's train of thought is completely bare all throughout.
>i played Resident Evil 4 remake recently
>that was nice
>let's hamfist some comparisons between these franchises
>talks more about RE and clearly has more knowledge and interest in it than Doom
>scoring some points by pandering to the retro gamers
>story, lore, story, tell me more about Doomguy, why does he kill the demons(??)
>shitting on nu-doom because it's a "popular contrarian" position
>while also asking for nu-doom 2.0
It all could be a youtuber strategy to make annoying content and I guess I was annoyed and looks like I forwarded the video as well.

>> No.9900168

>>9900152
lol what a weirdo
such a pointless thing to ask. "what if this action shooter was remade to be a grounded horror story". and somehow he ties it to REmakes which are (relatively) faithful, compared to what he's asking for.
AAA gamers and their need for remakes have been a disaster for the human race (although i admit i like RE2/4 remakes a lot)

>> No.9900172

>>9899187
>>9899280
I still think some of D3's designs work for the "Hell is weird" part, even if some aren't that great or he wasn't responsible for the good ones.
I guess his bad luck here is one of those things that connect Doom and Halo.
>>9900152
>Midnight
The part that worries me isn't really how low effort his content, the basic nothing opinions or even just the "consoomer" behavior, it's how popular he is and how he even interacted with id themselves.
Even if some people see him as a grifter or are aware of the more interesting aspects of the fanbase, i kinda worry about his influence on the series but then again, as long as free mods don't go away.
Because to understand why he sucks, most people would have realization about similar Youtubers and come to conclusions that some already went through.
>>9900071
Beside the millions of free mods that explore Doom in a way that not even id themselves could/would/should, i also think old Doom partially benefits from that abstraction of "what if" and Eternal's "classic" designs worked because they weren't that faithfull and were a part of a bigger game that's its own thing.
Maybe people want fanmade concepts to be "canon" since the modern games themselves exist not just because of that comic but also that one video that pissed off a certain sect of fans.
It reminds me of people wanting an "idverse" crossover and how we already had fanservice mods that do crossovers.
>>9900168
D3 is already divisive among fans (And then there's later versions somehow being worse) and even the RE remakes can be up to debate if you care about how religiously praised RE4 already is.
Maybe the bigger worry is how they replace the originals when you think of shit like preservation etc.

>> No.9900173

>>9900167
>why does he kill the demons(??)
It always returns back to the stupid 90s "if only we could talk to the demons" kind of shit.

>> No.9900183

>>9900173
It's also a side effect of nerd culture being popular and stories being a bigger focus in games, plus id adding lore and the audience it got.
Even though Doom isn't just "that series whose programmer compared story to porn lol" but a good case of how a series can have a strong staying power and feel versatile BECAUSE it didn't have much story.
In a way, fans already came up with a "universe" through assets exploring the limited aesthetic and maybe calling the nameless character "Doomguy".
If Doom was a series where story mattered a bit more, it'd be much more different than we realize because nobody wants to overthink a series like this even with its "everyone loves it" reputation.

>> No.9900193

>>9900152
>That channel.
Oh no... I will lose my faith in newer DOOM community yet again later, thank you.
>>9900167
Nice rat. Where it's from?

>> No.9900194

>>9900193
The rat from Blood. Didn't know it doesn't display properly when posted, sorry.

>> No.9900197

>>9900152
midnight is an actual parasite on the doom community
not just nudoom, doom as a whole
hes almost as slimy as tim willits
infact, midnight is so greasy he would make randy pitchford blush

>> No.9900206
File: 984 KB, 1280x720, accidental physics.webm [View same] [iqdb] [saucenao] [google]
9900206

It seems that in making sure the player couldn't get stuck inside monsters who get off the Empathy Shield, I accidentally made it so you can push them around. Not sure if there are any inherent issues to this that I need to fix.

>> No.9900214

>>9900183
As it is they fucked it up with the NuDoom stuff by trying to shove it full of lore.

In a way it's kinda depressing, it's like the late comers to the party have only ever seen the entire thing as a set of products so they want more. Stuff like modding doesn't even enter into it for them really since it has to be official.

>> No.9900217
File: 532 KB, 1920x1017, Screenshot_Doom_20230513_122254.png [View same] [iqdb] [saucenao] [google]
9900217

Dude does not like his skull keys.

>> No.9900229

>>9900110
this is how I imagine a "realistic" doom goes like.

>> No.9900239
File: 85 KB, 1024x640, whoandwhere.png [View same] [iqdb] [saucenao] [google]
9900239

Anons, who's standing there? And where is that person looking?

>> No.9900243

>>9900239
DAINASS

>> No.9900247
File: 23 KB, 320x200, 1681127089176690.png [View same] [iqdb] [saucenao] [google]
9900247

>>9900239
>>9900243

>> No.9900250
File: 109 KB, 320x200, 1683885380954886.gif [View same] [iqdb] [saucenao] [google]
9900250

>>9900247
>png
Son, I am disappoint.

>> No.9900254
File: 27 KB, 320x199, 1649114785830.gif [View same] [iqdb] [saucenao] [google]
9900254

>>9900239

>> No.9900280
File: 113 KB, 1024x640, BIG.png [View same] [iqdb] [saucenao] [google]
9900280

>>9900239
>"This makes my iron become the Big Iron."

>> No.9900282

>>9899065
Why not just use the background picture functionality of UDB?

>> No.9900289

>>9900280
She sure is a bigass BFG.

>> No.9900293
File: 399 KB, 1024x640, im sitting here getting stiff.png [View same] [iqdb] [saucenao] [google]
9900293

>> No.9900321

>New Hexen II map using Shadows of Chaos mod
for some weird reason, every hexen 2 engine I tried (uhexen and HoT) causes music in my game to start blasting when it loops. first time it plays with the volume from the settings, and then when it plays again, goes super loud.
basic gog version doesn't do that.

>> No.9900350
File: 116 KB, 850x1189, 1656323990727995.jpg [View same] [iqdb] [saucenao] [google]
9900350

>>9897996
i claim TAIHOU
i'll even trip for it

>> No.9900361

>>9898072
Just beat it on Hard.
Quite a strange experience. On one hand: it's pretty nice from the stylistical viewpoint, on the other - damn this game is raw.
It's like they had all this cool ideas for the maps in their heads, but didn't worked out as planned in practice, due to the lack of experience. Everytime they stuck don't knowing what to do next - they put dozens of blue jumping fuckers or zombies. Physics are very weird, especially on slopes and in water, brushes z-fighting is everywhere. Liked the grenade thing cause you can toss it round the corner like in Blood.
It's kinda okay, but I liked Powerslave more.

>> No.9900369

>>9897976
I keep finding working Q2 and HL tools out of the dark and deemed lost
https://nemstools.github.io/pages/Terrain_Generator.html

>> No.9900374
File: 3.93 MB, 640x360, 1681092773938900 2.webm [View same] [iqdb] [saucenao] [google]
9900374

>>9900361
Many of its quirks can be attributed to it starting development as some weird RPG that Romero wanted to make, then they settled on turning it into an FPS. As expected, user levels and adjustments would help realize its potential.

>> No.9900375 [SPOILER] 
File: 123 KB, 489x604, Cai.png [View same] [iqdb] [saucenao] [google]
9900375

>>9900161
It's huge, so i added 2 Cybies.
I still need to do the other rooms.

>> No.9900396
File: 81 KB, 635x922, 04_DOOM3_026.jpg [View same] [iqdb] [saucenao] [google]
9900396

>>9900172
Oh don't get me wrong, I do like a lot of his designs too. I was just getting at how he played a role in Doom 3 and Halo 4, which both significantly changed their respective series when people already had expectations for what they were supposed to be, hence the bad luck comment.
Here's some more Doom 3 art, the guy clearly loves his robots.

>> No.9900405

>>9897976
Bros when will Deathwish 2.0 be done im gettting my yearly itch to play Blood

>> No.9900431
File: 56 KB, 735x552, d00m.jpg [View same] [iqdb] [saucenao] [google]
9900431

why was there no slot machines in doom ? It seems like such an obvious thing to add

>> No.9900432

>>9900431
>microtransaction currency to roll
>get rewards ranging from health bonuses to Megaspheres and BFGs
Fixed your shitty outdated game lmao

>> No.9900436
File: 23 KB, 379x578, temp8.png [View same] [iqdb] [saucenao] [google]
9900436

automap mode looking good

>> No.9900446

is ultimate doom builder still the latest fork of doombuilder.

or is there another mapping program out there now.

>> No.9900447

Would it be possible to recreate the Final Doomer sets within MBF21? Obviously not compiled into one wad.

>> No.9900449

>>9900431
Do the Reelism mods count?

>> No.9900450

is there somewhere that has filter or pop will eat itself midis? or just good rock/metal midis in general, seems like theres way more electro midis now

>> No.9900462
File: 69 KB, 728x546, d0om.jpg [View same] [iqdb] [saucenao] [google]
9900462

>>9900432
exactly
>>9900449
i don't know. But i always felt like there should have been a prize wheel here in the picture

>> No.9900471

>>9900374
Tbh for me Quake 1 is a blueprint for the ultimate failure of Id in competition against Valve. They had all the tech, understood what makes games fun, but didn't realized that context is really important too. This is why SpecOps is still discussed, but Rage is mostly forgotten.

>> No.9900473
File: 3.88 MB, 960x540, the chad street sweeper.webm [View same] [iqdb] [saucenao] [google]
9900473

>> No.9900474

>>9900471
Ultimately just making doom 3 with quake engine would have probably been the best for id.

>> No.9900481
File: 58 KB, 586x521, wip.png [View same] [iqdb] [saucenao] [google]
9900481

>>9900152
I hate this faggot so much, his content is nothing but retarded speculations, more nu-doom fanboism and misinformation. It's so bad... Hell, even Doomkid made a video debunking all the wrong information he made in that iceberg video.

>> No.9900484

>>9900481
There's a certain degree of irony calling someone a faggot with your pic like that included.

>> No.9900496

>>9900471
i disagree, fps games dont need story to be good, i think quake 2 was the blueprint because it didnt have the soul that romero and hall put into id. quake 2 ditched so much yet at the same time put into place the "id formula" of fast-paced but but still slightly slower then before fps games with weapons like the ssg, chaingun, bfg, and any sort of fast-firing laster gun. yet quake 2 left behind a ton of humor and character, and also ditched the id-staple of having some sort of "universal evil" (nazis, demons, elder gods, etc) in favor of some lame ass alien race. quake 2 was everything that was wrong with id at the time.
quake 3 was good though.

>> No.9900508

>>9900496
Every time someoen comes with "romero had soul" i lose faith in this shitty community.
he did nothing at all during quake's production and the ones who carried in its arms while he was occupied behaving like a superstar and playing DM24/7 was Carmack, Sandy, McGee and i fucking regret saying Timmy Wallets.
All he worked was on DOOM and nothing else, and even Doom 2 hew didn't worked completely because of said mentioned reasons.

>> No.9900510

>>9900484
anon.. we are all faggots in this board

>> No.9900519

>>9900015
I know what I'm playing next

>> No.9900521

>>9900508
I really like the wizard's manse and ebon fortress, fuck you.

>> No.9900530

>>9900508
do me a favor:
play play 20 or 30 minutes of doom or quake. then play some quake 2. i cant tell if its a slight psychological thing but it isnt the same.

>> No.9900539

>>9900530
i've played all of them and i don't give a shit
Romero did nothing at all.

>> No.9900542

>>9900508
He really was absent for most of Doom 2, which is also why it was weird in some ways, the cracks were beginning to form at id during it's development before stuff started going badly during Quake.

>> No.9900543

>>9898783
>better waifu secret mod
How is this not a thing?

>> No.9900545
File: 2.19 MB, 1280x1440, some2then1.png [View same] [iqdb] [saucenao] [google]
9900545

>play quake then play quake 2
I love them both so sure, sounds fun.

>> No.9900549

>>9900543
We're still occupied with the normal waifu mod, calm down.

>> No.9900550

>>9900543
because Cockblock is thankfully not leading the waifu mapping thing.

>> No.9900556

>>9900543
>wanting a mod that replaces your favourite waifus with ones that the mod creator thinks are superior
Ew no gross get it away from me

>> No.9900558

>>9900374
what is this? looks cool

>> No.9900561
File: 2.26 MB, 1920x1080, vrhub.png [View same] [iqdb] [saucenao] [google]
9900561

>>9900558
A map from Violent Rumble, a great fun time overall

>> No.9900563

>>9900561
nice, I'll try it out

>> No.9900571

>>9900194
No need to apologize. It's been a long time since I played Blood and I won't have recognized the rat either way. I actually meant it when I said it "looks nice".
>>9900206
You need a chess map now.
>>9900473
One day, we'll get SoF clone.

>> No.9900573 [SPOILER] 
File: 467 KB, 680x894, Anon's personal army.png [View same] [iqdb] [saucenao] [google]
9900573

>>9898045
>Soldier of 4chan

>> No.9900578

>>9900481
Lookin good /gmad/ enjoyer

>> No.9900581

>>9900571
>One day, we'll get SoF clone.
You kind of did with FEAR, even if it’s not “100% the exact same thing”. A lot of people I played with in FEAR multiplayer came from SoF 1 and 2 MP.

>> No.9900584
File: 638 KB, 600x737, 1675260120734641.png [View same] [iqdb] [saucenao] [google]
9900584

>>9898887
Fuck you my first full playthrough of Quake was on Nightmare! It's so god damn fun!!

>> No.9900593
File: 28 KB, 272x265, 1675193881572036.png [View same] [iqdb] [saucenao] [google]
9900593

how do i make linedefs in a sector (pic rel) appear on the auto map? without adjusting sector heights etc. i swear some actions show linedefs on map but but i cant find them now
(always show on map flag doesnt count)

>> No.9900601
File: 96 KB, 457x600, 14476931269293.jpg [View same] [iqdb] [saucenao] [google]
9900601

>>9900496
>fps games dont need story to be good
But they need story to be better.
>i think quake 2 was the blueprint
Quake 2 is just too obvious. Everyone had their can of worms to spill on it. But problems didn't begun there.
Quake 1 is way less highlighted in negative sense, despite the fact that you can see the seams crack already in 1996.
>the "id formula" of fast-paced
False. 99% of boomer-shooters are NOT fast-paced. They are fast-pased only when you played them for millionth time. Wanna REAL fast-paced games? Try Hotline Miami/Katana Zero/Touhou etc.
>yet quake 2 left behind a ton of humor and character
It didn't left any, because Id games never had them from the very beginning. They inherited the aesthetics from already existing pieces of media. Horror movies, DnD, metal music, WW2 classic action flics and so on.
When they tried to do something on their own - all crumbled, because they never actually cared. John Carmack is a literal autist, completely detached from reality - he just don't understand what the majority really likes. Romero wasn't all that great - but he was more grounded and in touch with regular dudes across the street and knew how to sell stuff. Once he left the Id they begun chasing some weird shit nobody cared about. Technologically superior shit in every instance, but their products didn't "clicked" with people anymore.

>> No.9900602 [DELETED] 

we need to love and respect trans doomers

>> No.9900604

>>9900508
Romero made like 8 Doom maps total and has been riding that success for 30 years.

>> No.9900607

>>9900573
>Ace of Spades
>not 4 of Clubs
That pic sucks, get it 2getha now

>> No.9900609

>>9900550
He will probably do a weapon set for it instead of finishing 94 protons

>> No.9900610

>>9900593
In automap mode there a way to do that my shift-clicking lines, but all that really does is enable the "show as 1-sided on automap" flag on those lines.

>> No.9900614

>>9900604
I think he made six in Doom 2 so even less there.

Sigil never felt as "official" an episode as people made out without Sandy doing like 80% of the maps at last minute.

>> No.9900623

>>9900614
Sigil never really felt official because it has all the stupid Hell cracks everywhere.

>> No.9900631

>>9900623
He became obsessed with putting them into everything, including his "fuck you Sandy and Tom, I made your map but better" map.

>> No.9900641

>>9900631
Which one is that? I couldn't tell.

>> No.9900643
File: 17 KB, 480x360, bgatesd95.jpg [View same] [iqdb] [saucenao] [google]
9900643

for some god forsaken reason, anyone knows if its possible to force autorun in Doom95? The settings are stored in the windows registry, and I tried the classic joyb_speed to 29 but it didn't work.

>> No.9900645

>>9900641
E1M8b

>> No.9900650
File: 110 KB, 493x603, Untitled.png [View same] [iqdb] [saucenao] [google]
9900650

>>9900593
That's easy anon.

>> No.9900656

>>9900650
>>9900593
> without adjusting sector heights etc
Oh wait I'm retarded, gay, and can't read.
Yeah I don't think you can do that in boom format.
Just only shift and move it up, or down, by a single pixel.

>> No.9900657
File: 251 KB, 214x448, rangerhang.gif [View same] [iqdb] [saucenao] [google]
9900657

>the year is 2023
>still can't compile lighting for Quake with my GPU
I'd literally go get a loan to buy a gaytracing card if this were possible. Any large exterior map just takes fucking forever to light.

>> No.9900662

>>9900645
Still better than the pile of shit that bepersen made tho

>> No.9900665

>>9900601
>touhou
Stopped reading there.

>> No.9900694

>>9900609
Nah, he'll try to make a weapon set for the entirety of the deadline and then fail to get anything done, so the current project gets nothing done and neither does 94 prolapses.

>> No.9900697

>>9900694
When was the original 94p deadline? August?

>> No.9900710

>>9900173
>Talk to the monsters
Every time I see this I think of Battlespire.
https://youtu.be/Tzmyv1KHW6o?t=358

>> No.9900719

>>9900593
upon further examination it seems the only way to show lone linedefs on the automap (short of making them useless switches and hoping player will spam E while walking around) is to
>make it an exit (any sex)
>untick double sided OR
>give it a mid texture
otherwise lines simply wont appear. oh well.

>> No.9900721
File: 48 KB, 736x691, 1671123295797650.jpg [View same] [iqdb] [saucenao] [google]
9900721

>>9900719
>any sex
i meant any type

>> No.9900758

>>9900721
based coomer

>> No.9900795

>>9900550
>>9900697
>>9900694
what the fuck happened to that project?

>> No.9900817

>>9900710
I really hope Gavin expands DFU to battlespire

>> No.9900830

>>9897976
OK I might be a doom scrub but holy fuck Level05 in No Rest For The Living on UV pistol start is so fucking hard. I hate claustrophobic maps with a bazillion high rank monsters and no ammo

>> No.9900831

>>9900710
Tried to get Battlespire working on dos recently but dunno what the issue was, kept insisting that it is installed and could be launched but couldn't.

>> No.9900832

>>9900830
>pistol start
>UV
you did this to yourself and have no reason to complain about anything other than yourself

>> No.9900834
File: 115 KB, 727x693, 1657163918787737.png [View same] [iqdb] [saucenao] [google]
9900834

>>9900719
damn i was so close
>linedef action 97 (WR Teleport) has the same effect
>once assigned, flat linedefs will show up on automap
>as long as you have a mid texture (or disable "double sided")

>make transparent mid texture so i can have the linedefs appear without actually having a mid texture
>it works flawlessly on crispy and gzdoom (software)
>dsda and woof display a random mid texture instead (pic rel)
maybe i should report this as a bug to woof/dsda
but also icba

>> No.9900836

>>9900832
Ultra violence is standard doom difficulty isn't it? I played through all the official chapters in both games in UV

>> No.9900850

>>9900836
no it fucking isnt, the average person plays on hurt me plenty

>> No.9900852

>>9900795
Cockblock fucking about with inane bullshit happened, he claims he'll release it if he's not done by the end of the month but who knows if that'll happen.

>> No.9900856

>>9900836
Ultra violence is hard mode. Hurt me plenty is the standard difficulty.
Nightmare is the true difficulty anyways.

>> No.9900862

>>9900836
HMP's the standard, UV's for experienced people, anything above that is for tryhards.

When it comes to mapping it's more all over the place but even people like Cyriak treat HMP as the normal/fun mode.

>> No.9900864
File: 758 KB, 1152x648, Screenshot_Doom_20180715_101440.png [View same] [iqdb] [saucenao] [google]
9900864

UFOS AND BIG RIGS
THEY COME FROM OUTER SPACE

>> No.9900869

>>9900862
>anything above that is for tryhards.
I just like Nightmare because it's fun for rushing through maps, also fast monsters are great.

>> No.9900870

>>9900864
I know I shouldn't even try to dig remotely deep into the lore of a game called Redneck Rampage but are they the males or a separate species to the dominatrixes?

>> No.9900879
File: 403 KB, 598x772, 2023-05-13 14_49_28-Redneck_Rampage.pdf — Mozilla Firefox.png [View same] [iqdb] [saucenao] [google]
9900879

>>9900870
well lets check out the hickston hog!

>> No.9900896

>>9900836
UV is the community standard. Its hard mode for the IWADs.

>> No.9900898
File: 3.72 MB, 853x480, 1681936980471023.webm [View same] [iqdb] [saucenao] [google]
9900898

>>9900834
ok nevermind, i just fucked up with otex. everything is fine. i did it. i have linedefs which will appear on the map despite no elivation/height difference...
>>9897996
i hope its okay that one of my waifu textures is just a blank transparent texture...

>> No.9900903
File: 241 KB, 1400x1796, Fv_QsUhaEAIaE5x.png [View same] [iqdb] [saucenao] [google]
9900903

>>9897976

>> No.9900917

>>9900282
How do?

>> No.9900929

>>9900917
edit > grid and backdrop setup > tick "background", select file

>> No.9900934
File: 175 KB, 1148x613, cyberseaman.jpg [View same] [iqdb] [saucenao] [google]
9900934

does anyone else feel like they should have added a cyberseamen in the pool here ?

>> No.9900939

>>9900934
i already have too much cybersemen

>> No.9900943

>>9898409
>>9900578
>/gmad/
???

>> No.9900953
File: 1.21 MB, 1920x1080, Screenshot_Doomabc.png [View same] [iqdb] [saucenao] [google]
9900953

Do anons just post anything retro-shooter related on Screenshot Saturday or exclusively just stuff they are working on?

>> No.9900959

>>9900953
It's for stuff you're working on specifically.

>> No.9900970
File: 486 KB, 1920x1040, Screenshot 2023-05-13 142208.png [View same] [iqdb] [saucenao] [google]
9900970

>>9900929
I downloaded an entire application to let me overlay my drawings over UDB with click-thru functionality, and this was just hangin' out in the Edit menu the whole time.
Thanks much fampai.

>> No.9900974

>>9900943
gay monsters, aliens, and demons
it's a >>>/trash/ thing

>> No.9900978
File: 31 KB, 582x899, 1676586404750984.png [View same] [iqdb] [saucenao] [google]
9900978

>> No.9900982
File: 65 KB, 623x482, 16987492873.jpg [View same] [iqdb] [saucenao] [google]
9900982

what about the spider pastormind though ?

>> No.9900990
File: 20 KB, 640x480, doom03.png [View same] [iqdb] [saucenao] [google]
9900990

>>9900375
Just wanted to see if it works.

>> No.9900993

>>9900978
I hope she's got a soulsphere between her boobs.

>> No.9901015

>>9900850
>>9900862

Weird. HMP always felt like way too easy and UV was "normal" mode and doom 1 and 2 are balanced around UV. Pistol start is how I assumed all maps are meant to be played since it's all about map knowledge and secrets instead of save scumming through everything. But then yeah community made maps always seem to make UV impossible unless you savescum. NRFTL is good as fuck but it's way harder than any other official doom chapters but then again I haven't played plutonia

Going down to HMP just feels fucking weird now I'm so used to the damage values in uv

>> No.9901021

>>9901015
NRFTL isn't that bad. I've finished it twice on console.

>> No.9901028
File: 104 KB, 1208x918, ina-face-drawing.jpg [View same] [iqdb] [saucenao] [google]
9901028

Isn't there a WAD that makes saves a depleting resource? I forget the name, but I want to start weaning off of saving every few rooms or so for harder mapsets.

>> No.9901037

>>9901015
Doom doesn't have altered damage values. It only affects thing spawns.

>> No.9901039
File: 38 KB, 642x1083, pistol start.png [View same] [iqdb] [saucenao] [google]
9901039

>>9901015
>Pistol start is how I assumed all maps are meant to be played
It's that time again, kids.

>> No.9901042

>>9900879
But why did they want his prized pig?

>> No.9901062

>>9897996
Can I use custom skies?

>> No.9901071

>>9900982
But that is heresy.

>> No.9901076

>>9901071
Don't worry, he's on our side now

>> No.9901090

>>9901028
Dunno about a WAD, but Wrath: Aeon of Ruin does this. I just collected the quicksave items until reaching the limit, and then used one whenever I found another.

>> No.9901097

>>9901028
Just use self control.

>> No.9901098
File: 11 KB, 424x333, 1683572640890010.jpg [View same] [iqdb] [saucenao] [google]
9901098

>>9901090
What percent finished is it?

>> No.9901104

>>9901097
self control becomes a lot harder for me once chaingunner and archvile traps become common lmao

>> No.9901116

>>9901098
Keep sleeping.
I genuinely don't understand their early access structure of "release regular updates to the first episode and then nothing until the whole game is finished"
People would be a lot happier if they kept up the one-map-at-a-time updates through the development of episodes 2 and 3 instead of just screenshots of random bullshit every 2 weeks.

>> No.9901145

>>9901116
I'd have preferred they released nothing at all. It's way harder to get burned out on something that way.

>> No.9901151

>>9901116
It's a lot easier to make a lack of progress look like progress that way.

>> No.9901153
File: 60 KB, 361x247, 98987.png [View same] [iqdb] [saucenao] [google]
9901153

Name the wad.

>> No.9901160

>>9901153
HFFM.wad

>> No.9901169

>>9901153
DBP 16

>> No.9901216

https://www.youtube.com/watch?v=-XrtcPVDkdU

>> No.9901234
File: 236 KB, 800x600, 1659787231468.png [View same] [iqdb] [saucenao] [google]
9901234

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!
WHAT THE FUCK HAVE YOU BEEN WORKING ON!? Maps, mods, sprites? Now's a good time to post that shit!

>> No.9901235

>>9901153
Temple of the Lizard Men

>> No.9901249
File: 131 KB, 1517x825, tutorials mother fucker.png [View same] [iqdb] [saucenao] [google]
9901249

>>9901234

>> No.9901278

>>9901249
which tutorial are you following anonza

>> No.9901282
File: 15 KB, 1487x98, tempsnip.png [View same] [iqdb] [saucenao] [google]
9901282

I can't find a single mention of this feature outside of this unsourced line on the doomwiki
I thought colored lighting without Zdoom would be a neat idea but I'll just do without

>> No.9901298
File: 692 KB, 1280x720, tunnel vision.png [View same] [iqdb] [saucenao] [google]
9901298

>>9901234
Dusting off the often overlooked Dissolution of Eternity wall lamp for some underwater tunnels.

>> No.9901310

>>9901249
https://www.youtube.com/playlist?list=PLCE835098C82D8F24

>> No.9901314

>>9901278
Whoops. See this post: >>9901310

>> No.9901318

>>9900110
>he never played El Shaddai or watched a LP of it

>> No.9901324

>>9900254
cant remember if I made this one

>> No.9901327

>>9900173
>"if only we could talk to the demons"
Reminds me of that one dumb jap dev interview about Goldeneye 64 (IIRC it was Miyamoto being talked to) where he wanted a post-credits cutscene showing Bond shaking hands with all the enemies you 'killed' at a hospital to not upset people that they were killing humans in a FPS game played on a Nintendo console for some reason

>> No.9901335

>>9900974
but is /smad/ also a thing?

>> No.9901408
File: 165 KB, 353x565, 1655168051684965.png [View same] [iqdb] [saucenao] [google]
9901408

No Serious Business Saturday again this week, and sorry for not saying anything last week about it. Just busy with weekend stuff.

>> No.9901413

>>9901090
>Wrath: Aeon of Ruin does this.
Standing alongside such luminaries as Daikatana.

>> No.9901415

>>9901327
>a post-credits cutscene showing Bond shaking hands with all the enemies you 'killed' at a hospital
Woulda been kino

>> No.9901420

>>9901408
Run from it all you want, Serious Sam 2 will still arrive.

>> No.9901436

>>9901327
Lmao

>> No.9901445
File: 385 KB, 850x1100, 1669253938897480.jpg [View same] [iqdb] [saucenao] [google]
9901445

>>9901420

>> No.9901446 [SPOILER] 
File: 55 KB, 124x276, spin.gif [View same] [iqdb] [saucenao] [google]
9901446

>>9901234
I made this statue, it's a sprite and is a prop I'm using for some doom maps after some tweaks.

>> No.9901451

>>9900982
>confess

>> No.9901483

>>9901446
https://www.youtube.com/watch?v=KYxsNJYgrgI

>> No.9901493
File: 16 KB, 106x148, B1_flame_guy.gif [View same] [iqdb] [saucenao] [google]
9901493

If you were big into Quake and/or Unreal multiplayer roughly around 1998-2008, what was your next "primary" game you got into when the scene shifted and started to die off?

I've been really curious about the death of the arena shooter and especially where did those people go. Partially it seems like it was just a generational thing. It gets much harder the older you get (both reactions-wise and time invested) and there wasn't new game and new stock to keep it up.

For me, Warcraft 3 and it's customs started drawing more and more attention from me and my Quake friends.

>> No.9901504

>>9901493
Day of Defeat Source/Cod:MW for a long while, Battlefield BC/BC2 then BF3, and then nothing. A little Planetside 2, but not much.
As far as FPS games go anyway. I don't really play much online anymore. Games don't have staying power so I'm not interested, and the ones that do aren't that fun for me.

I dunno. Now I just hop into random old games time to time, when I find a full sever

>> No.9901515

>>9900990
does it works ?

>> No.9901520

>>9901493
TF2. It's also the last pvp game I enjoyed.

>> No.9901525

>>9901483
Damn anon, no need to link such brutal gore

>> No.9901529

>>9901493
Killing Floor 1
Red Orchestra 1
RO2
Rising Storm 1

And then everything sucked once those games died, theres no more good MP FPS games

>> No.9901535

>>9901529
>theres no more good MP FPS games
I think the final nail in the coffin was CoD4, since for as fun as it was at the time, every single game copied its loadout system and sandbox/arena style was no longer the norm

>> No.9901585

What's the worst midi you ever heard in a WAD? for me, this one.
https://www.youtube.com/watch?v=NfMdDj-eOWk

>> No.9901618

>>9901535
I think to bring it back you would need some sort of in-game editor and scripting system, but on a large scale. Something where you can script semi complicated game modes but leave core combat intact.
Snap map was a neat idea, but fumbled hard on the level design aspect.
No one wants to snap large maps together when csg is much more versatile.

You still run into the issue of people simply going "oh, this is like UT99, I kinda wanna play that now".
You'll never compete with nostalgia. Which is why things come and go cyclically I guess.

>> No.9901627

>>9901585
I can't bring myself to say anything from Freedoom is the worst at anything. But sure, the whole "epic" sound is a bit lame and it doesn't do much variation so it's a bit grating.

>> No.9901708
File: 292 KB, 426x240, faucet.webm [View same] [iqdb] [saucenao] [google]
9901708

this is so stupid

>> No.9901720

>>9900361
>Everytime they stuck don't knowing what to do next - they put dozens of blue jumping fuckers or zombies
filtered by sandy
>brushes z-fighting is everywhere.
That's due to hardware rendered ports, unfortunately. In the original software renderer, world geometry always draws over brush entities, so a lot of doors, platforms, etc. retract only just as far as they need to to line up with the wall/floor/etc. Modern engines don't use a hard sorting order like that, so you get z-fighting in those situations. IIRC Quakespasm and a few others used to have an optional modified entities pack-in that moved doors/plats a couple units further so they wouldn't fight, I dunno if that's still a thing.

>> No.9901729
File: 548 KB, 1280x720, Screenshot_Doom_20230514_005024.png [View same] [iqdb] [saucenao] [google]
9901729

That was some serious kino wad. My only complaint is day/night levels ratio, a lot of times you just can't see shit.

>> No.9901808
File: 3 KB, 40x62, ghoul_test.gif [View same] [iqdb] [saucenao] [google]
9901808

>>9901234
Testing my ghoul shotgunner thing.

>> No.9901817

given the image in the op copypaste is like 5 years old, is the info in it for playing doom still valid? wanna play doom 2 after watching civvie vids

>> No.9901835

>>9901817
I looked up what port he's used for Doom and apparently GZDoom. So use that if you wish. It "works".

>> No.9901848

>>9901729
>a lot of times you just can't see shit.
Might be due to GZDoom if you're running it on that, it's default darkness stuff is idiotic.

>> No.9901854

>>9901446
>that statue
I get this feeling we are working towards the same thing.

>> No.9901858

>>9901848
>if you're running it on that
There's a high chance that he may, in fact, be running a GZDoom conversion mod on GZDoom.

>> No.9901859

>>9901446
Nice.

>> No.9901863

>>9901858
Runs fine in Zandronum and probably anything else ZDoom based.

>> No.9901871

>>9901817
If you want a retro experience use DSDA-Doom or Woof, I think Woof has more quality of life features in its menu
If you like looking up and down (none of the official wads have enemy placement complex enough that being able to send a rocket over top of a crowd of imps breaks combat anyway) play GZdoom and get a custom brightmaps.pk3 and Beautiful Doom

>> No.9901884

is there any benefit in disabling weapon bobbing in quake?

>> No.9901903

>>9901884
It makes it look like you're floating instead of walking so you can pretend you're a cool gun-wraith

>> No.9901908
File: 2.34 MB, 720x540, rswip006b.webm [View same] [iqdb] [saucenao] [google]
9901908

>>9901234
I haven't made any progress in about a week.
https://youtu.be/dyKgiOg7cQo

>> No.9901912

>>9901908
what the fuck, how do you make your quake look like doom?

>> No.9901915

>>9901808
Looks cool

>> No.9901916
File: 646 KB, 1920x1080, Screenshot_Doom_20230514_033945.png [View same] [iqdb] [saucenao] [google]
9901916

>> No.9901970
File: 1.92 MB, 1920x1040, YokaiSlayer.png [View same] [iqdb] [saucenao] [google]
9901970

screenshot saturday
i need more practice

>> No.9902001

>>9901908

>Using rockets on a shambler

>> No.9902007

>>9901708
I mean, so is the very basis of the project, just like for HFFM. But I'm thinking that it'll turn out to be something amazing regardless, also like HFFM, so please keep going.

>> No.9902016
File: 244 KB, 1920x1080, shadowwarrior.jpg [View same] [iqdb] [saucenao] [google]
9902016

>> No.9902038

>>9902001
What's the matter with using rockets on them?

>> No.9902039

>>9902038
shambois are 50% resistant to explosives

>> No.9902042
File: 222 KB, 1597x857, wang1.jpg [View same] [iqdb] [saucenao] [google]
9902042

>> No.9902050

>>9901916
wad?

>> No.9902051

>>9902050
MAP04 of 512 Linedefs of /vr/.

>> No.9902052
File: 1.08 MB, 2480x2368, __jenny_wakeman_my_life_as_a_teenage_robot_drawn_by_cremanata__c26d6a494aba66b9bf7e51dac31fecd0.png [View same] [iqdb] [saucenao] [google]
9902052

>>9897996
BRB, making a Jenny techbase

>> No.9902053 [DELETED] 

Anyone up for some late night kartan @ 51.161.34.159?

>> No.9902058
File: 56 KB, 640x480, doom00.png [View same] [iqdb] [saucenao] [google]
9902058

>>9897996
started something,

>> No.9902073

>>9901908
By leaving everything criminally underbaked and completely without lighting lmaooo
>>9902039
Way I figure, a Multirocket @ 50% damage is still 150% of a normal rocket. But it's still poor ammo usage, so you're right to question it.
>>9902058
Cute~~

>> No.9902096

>>9901808
That looks cool, what's it for?

>> No.9902149

>>9901585
Holy lord this was bad. Banal shit. Did they really include this in the project?

>> No.9902226

>>9901585
Not excellent, but not offensive either, just kind of is.

>> No.9902227
File: 294 KB, 1920x1080, scr-Dark Woods of the Serpent-0000.png [View same] [iqdb] [saucenao] [google]
9902227

>> No.9902235

>>9902149
It's a free software project, of course they did.

Hell it's the same project that removed RMS's head as the Romero replacement and replaced one of the best gib sounds in Doom history with somebody having diarrhoea.

>> No.9902243
File: 804 KB, 426x240, kkbath.webm [View same] [iqdb] [saucenao] [google]
9902243

>> No.9902281

Holy shit Half-Life Echoes is good. It's too good. It's the Blue Shift we should have gotten. I can't believe I slept on this so long. Just wanted to let you fucks know you should play it if you love Half-Life.

>> No.9902378

>copper quake coop is still fucking broken
god damn it

>> No.9902401

>>9902058
>somebody remembers Acchi Kocchi
Neat!

>> No.9902420
File: 1.27 MB, 1394x752, temp8.png [View same] [iqdb] [saucenao] [google]
9902420

Ass progress

>> No.9902486

>>9902420
Just needs a midified version of this for full appreciation mode.
https://www.youtube.com/watch?v=BiAOXz9P4Ro

>> No.9902514
File: 549 KB, 2048x2048, rekkr.jpg [View same] [iqdb] [saucenao] [google]
9902514

>> No.9902526

>>9902514
Has anybody tried to use AI shit in mods/maps that isn't just upscaling crap?

Like this is the last thing I remember and it's way before the current thing of AI crapping out assets.
https://www.youtube.com/watch?v=8IbKB_50ca0

>> No.9902549

Anyone have a link to Wolfenstein '09?

>> No.9902568

>>9902549
search on rutor info for wolfenstein. the rg catalyst torrent for the whole series should work
or I have it on disk, I could ship it to you as long as you agree to cover all the costs
but why do the shadows hate me so, what have I ever done to them...

>> No.9902676

>>9902226
>Not excellent, but not offensive
It is offensive especially in a large map. I had to turn off the music because It gets annoying hearing those fucking loud strings.

>> No.9902689

>>9901585
https://www.youtube.com/watch?v=cogcEANYEkM

>> No.9902748
File: 3.14 MB, 2500x2480, ddotiaz-81d9dca4-69f3-484a-9f8f-f87c5f440642.png [View same] [iqdb] [saucenao] [google]
9902748

>>>/toy/10409325
>>>/toy/10409725
>>>/toy/10411924
>>>/toy/10412598
>>>/toy/10412795
>unreleased Quake action figure line
We were robbed!

>>9902052
Looking forward to that, anon.

>> No.9902752

>>9902748
>>>>/toy/10409725
There are people who will look at this and still manage to find some cope for the shambler being some kind of gay yeti.

>> No.9902757

>>9902748
>>>/toy/10409725
damn, that shamboi looks badass, I wish I could scratch my back with it.

>> No.9902765

>>9902748
Nice, love that disgusting maiden, and that overall “Aliens marine” aesthetic that went missing with Q4.
>>9902752
>fury or furless shambler
People who want that validation can just pop into Q. Champions, there are cosmetics that canonize both.

>> No.9902771

>>9902226
It's particularly offensive for being such a retardedly bad "composition" and the person responsible for making it clearly has no idea how to make any kind of music.

>> No.9902775
File: 39 KB, 633x405, Image18.jpg [View same] [iqdb] [saucenao] [google]
9902775

>>9902771
I mean it's FreeDoom what do you expect? Quality?

>> No.9902791
File: 55 KB, 550x415, n0z4st3reaj31.jpg [View same] [iqdb] [saucenao] [google]
9902791

>>9902775
I expect freedoom

>> No.9902803

>>9902775
I liked this one

https://www.youtube.com/watch?v=JqMaVAcDtlE

>> No.9902809

I'm still convinced that /vr/ could make a better Freedoom than Freedoom.

>> No.9902814

>>9902791
>TFW they took his head out and replaced it with a cartoonish heart sprite
Shit's depressing, I ended up knocking myself out a patch to revert it and the gib sound back to the old one Kegan uses in his stuff.

>> No.9902817

>>9902771
What else would you expect from someone who hates piracy so much.

>> No.9902818

>>9902809
Being GPL compliant would be a bitch but there's definitely a higher average quality level to /vr/s stuff than there is in FreeDoom.

>> No.9902819

>>9902818
>Being GPL compliant would be a bitch
What would that even require?

>> No.9902826

>>9902819
Autism

>> No.9902827

>>9902819
No copyrighted shit, everything would have to be up for grabs for other mods to take, or redistribute or even to sell, probably some other bullshit too.

The former is the real sticking point for this community, you'd basically need somebody knocking out the entire set of assets from scratch or sourcing them from something that doesn't violate that shit.

>> No.9902829

>>9902765
>People who want that validation can just pop into Q. Champions, there are cosmetics that canonize both.
INB4 "It's current id shit, it doesn't matter".

>> No.9902831

>>9902819
All the assets would have to be from scratch or only based on things that are already explicitly GPL, primarily. It's easy to talk shit about Freedoom from the perspective of being able to just take whatever sprites and sounds you want from anywhere and call it your own after some slight edits. Actually making shit from scratch even on a design level is a different ball game.

>> No.9902839

>>9902748
Next time someone asks about the Iron maiden faces i did for the upscale pack, i will kek at them and show the figure pics.

>> No.9902840

>>9902827
>even to sell
yeah that's why there are numerous freedoom ports on android that get renamed, "SPACE SOLDIER 2: RETRO ACTION" and sold for 1-7 dollars

>> No.9902842

>>9902775
I mean c'mon dude, SRB2 started as a shitty doom mod in the 90s and now it has so much better quality content and contribution than FreeDoom. How embarrassing.

>> No.9902845

>>9902831
>making shit from scratch even on a design level
A lot of Freedoom textures and flats are intended to be recognizable and interchangeable with the vanilla textures in that they have the same concept, same colors, roughly same shapes. It is 'from scratch' but not exactly. It's like legally distinct copy work.

I don't intend this to disparage any effort that went into Freedoom of course.

>> No.9902849
File: 4 KB, 877x109, file.png [View same] [iqdb] [saucenao] [google]
9902849

>>9902748
What archives actually support /toy/?

>> No.9902852

>>9902842
Free software projects are mostly rife with quality issues, often you end up with good assets being replaced with objectively worse ones or terrible ones never being replaced despite better assets being stuck in a queue waiting to be put in.

>> No.9902858

>>9902842
I suspect anyone capable of significant artistic contribution is also smart enough to conclude that a project like Freedoom is really pointless because Doom is a 30 year old game than anyone with an IQ above 90 can find a free download of online.

>> No.9902861

>>9902858
It serves as the basis for a bunch of commercial mods so it has it's uses for existing.

>> No.9902865

>>9902845
I was referring more to the enemy designs that have been actively moving away from being derivative of id Doom's. Reworking the texture set would be another massive undertaking since all the maps would need adjusting, and it would raise the barrier of entry even higher for people wanting to donate their maps.

>> No.9902897

>>9902842
unlike SRB2 (which they have a team behind it) I think Freedoom's biggest flaw is the lack of direction and managing, everything is a free-for-all kind of thing and everyone contributing to this project can just literally make their own decisions for the better or worse. No wonder why the project is such a fucking mess.

>> No.9902910
File: 430 KB, 1920x1090, 3_qcde.jpg [View same] [iqdb] [saucenao] [google]
9902910

whats the consensus about qcde around here? do you guys play it sometimes? its pretty fun

>> No.9902919

>>9902897
>everything is a free-for-all kind of thing and everyone contributing to this project can just literally make their own decisions for the better or worse
and when they do it's almost always deciding making it worse is the best action

>> No.9902928

Freedoom's got some crud but complaining this much starts to be in bad taste.

Just step up then, as korny it is to say that.
>but I don't care about Freedoom

>> No.9902948

>>9902928
>Just step up then, as korny it is to say that.
I tried once fucking years ago, offered full rotational Spider Mastermind sprites to replace the godawful ones that are probably still in there even if just temporarily to have something not as bad and I got perpetually held in "we'll get back to you".

>> No.9902987

>>9902865
>Reworking the texture set would be another massive undertaking since all the maps would need adjusting
The only thing that would break and need adjusting is doomcute. The textures otherwise are pretty functional replacements, that's the whole point making them as similar as they are.
Monsters and things are pretty jarring, sure, but the textures and flats generally look fine.

>> No.9902993
File: 385 KB, 640x480, fire.png [View same] [iqdb] [saucenao] [google]
9902993

fucking christ, malice has got to be the worst optimized mod i ever played. i can blame some maps randomly nuking my frames for reasons beyond my comprehension on it being unfinished, sure, but what the fuck was the dev thinking making every explosion spit out like a billion sprites? do some people really think everyone in the modding community for a 30yo game has l33t gaming rigs?
damn shame though. cool mod, doesn`t even have the disgusting foreskin hands.

>> No.9903013

>>9902987
>but the textures and flats generally look fine.
It's actually a pretty decent experience if you pull the monsters, pickups and some other stuff out and run it as a map wad with it's own textures and stuff intact.

>> No.9903025
File: 764 KB, 1920x1017, Screenshot_Doom_20230514_172523.png [View same] [iqdb] [saucenao] [google]
9903025

So what's everybody playing?

Pic related, Squenced Avacausage seem pretty neat, Dakka feels fitting for some of it's bullshit.

>> No.9903031
File: 3.09 MB, 1920x1080, JDF.png [View same] [iqdb] [saucenao] [google]
9903031

>>9903025
Asked earlier about short punchy wads to try Rebel Rumble with but got no answers so I picked Anomaly Report randomly and it's exactly what I was looking for.

Lots of fun so far though I wish the mod had a few more weapons to play with. Figured something cartoonish would go well with Damnums and I think it looks pretty good.

>> No.9903047

>>9903031
It might work with some of Headless Chicken, maybe, though I wouldn't describe that as a short wad.

>> No.9903058
File: 3.89 MB, 1920x1080, Screenshot_Doom_20230514_034454.png [View same] [iqdb] [saucenao] [google]
9903058

>>9903025
Finished Doom 64 (was pretty good, atmosphere was pretty top notch), played through Doom 1 KDITD and one third of SoH between yesterday and today as a palate cleanser. Probably going back to finish BTSX and after that who knows? Maybe finishing other wads I started but didn't finish like Ad Mortem.

>> No.9903136
File: 2.00 MB, 1114x1511, QV6wqfG.png [View same] [iqdb] [saucenao] [google]
9903136

>>9898045
>just Doom on a realistic setting
It has a good shotgun, the similarities end there.
SoF is really good though, and the settings are nicely ripped-from-headlines in the general timeframe of the game.

>> No.9903164
File: 22 KB, 195x195, file.png [View same] [iqdb] [saucenao] [google]
9903164

>>9903025
Im getting through No Rest of The Living UV + Pistol Start

finally beat map5 but map6 is also brutal as fuck, but it rides that perfect balance of Not exactly a masocore/slaughtermap level of hard but still provides a really good challenge if you stick to it and learn the maps. It really respects the player and gives just enough health and ammo to deal with situations and doesn't go full retard every time you pick up a fucking key which is my biggest pet peeve about hard fan-made levels. I hate levels so much that just spawn a billion monsters for picking up a key or pressing a button, it's cheap and artifical.

>> No.9903175

>>9903025
Pistol-starting Plutonia. I did it years ago on continuous, now I want to play it the "right" way. I'm on Go 2 It now. I'm going to have to figure out a strategy when the Cyberdemons and Archviles are released outside.

>> No.9903179

>>9902948
can you share the sprites?

>> No.9903193
File: 425 KB, 1920x1038, 2023-05-14-191320_1920x1038_scrot.png [View same] [iqdb] [saucenao] [google]
9903193

rate my sector waifu attempts

>> No.9903201

>>9903179
I'll see if I can find them on one of my backups whenever the fuck I'm back home.

>> No.9903214
File: 52 KB, 521x426, 1655378913420483.jpg [View same] [iqdb] [saucenao] [google]
9903214

>gzdoom defaults

>> No.9903215

>>9903193
10/10 i'd meme yume nikki if i had a moment

>> No.9903218
File: 197 KB, 512x512, 1658935475444930.png [View same] [iqdb] [saucenao] [google]
9903218

>>9903193

>> No.9903220

>>9903214
>set freelook to "off"
>restart gzdoom
>freelook is now set to "default"
>"default" is "on"
Why does this setting never actually save?

>> No.9903225
File: 148 KB, 815x801, 1673004034304807.jpg [View same] [iqdb] [saucenao] [google]
9903225

>>9903220
>mouse sensitivity on y axis is half of sensitivity on x

>> No.9903227
File: 16 KB, 250x215, 1665866337365570.jpg [View same] [iqdb] [saucenao] [google]
9903227

>light sector mode: dark

>> No.9903232
File: 163 KB, 417x239, 1664088874659275.png [View same] [iqdb] [saucenao] [google]
9903232

I wonder what this mod is lioh I've finished it already

>> No.9903234

>>9903220
maybe you need to run it from an autoexec file? I had the same problem with arcane dimensions in quake, dont know if there's an equivalent in gzdoom I dont use that shit, ugh.

>> No.9903235
File: 151 KB, 768x1024, CgqMVp-W4AILlOF.jpg [View same] [iqdb] [saucenao] [google]
9903235

>>9903193

>> No.9903237
File: 43 KB, 314x302, 1674089456858692.jpg [View same] [iqdb] [saucenao] [google]
9903237

>>9903234
>quake without mouselook

>> No.9903238

>>9903234
You can get around with it via autoexec, but you have to fuck with it some more if you ever do plan on playing something designed for freelook. It's Doom, why do you have to jump through hoops just to disable vertical mouselook?

>> No.9903241
File: 100 KB, 1600x1600, 61wwEm0vloL.jpg [View same] [iqdb] [saucenao] [google]
9903241

Can it run doom?

>> No.9903243

>>9903237
by 'the same problem' I meant options that refuse to save, not the freelook thing.

>> No.9903250

>>9903214
I've known it revert that stuff unless you've played a map through with the settings before.

You could write protect the .ini with the settings set but that'd cause other issues.

>> No.9903256

>>9903250
>>9903243
I'm pretty sure you just quit the game from the menu instead of typing quit in the console to save your stuff

>> No.9903260
File: 217 KB, 1329x731, sw6.jpg [View same] [iqdb] [saucenao] [google]
9903260

>> No.9903293

If I'm too shit to complete Doom 2 on UV is it over?

>> No.9903294

>>9903293
There’s three difficulties you can enjoy before that.

>> No.9903304

>>9903294
I know, I just feel like the jump in difficulty between doom 1 UV and doom 2 UV is underplayed heavily.

>> No.9903307

>>9903293
Nah, play it however is fun for you.

>> No.9903309

>>9903293
some moments in doom 2 are still pretty nasty to this day, the rocket launcher trap in the pit is harder than plutonia's reference to it for one thing

>> No.9903318

>>9903309
>teleports a bunch of hitscan enemies on top of your head with close to no place to run
Is there a bigger sign of mapper's impotence? Only "duuude triple digits revenants lmao" is cheaper.

>> No.9903327

>>9903318
Not even the worst area of the map lol. The red key area is hot garbage. My personal pet peeve of modern mappers though are cyberdemon turrets in cramped layouts

>> No.9903328

>>9903327
Avoid HFFM

>> No.9903337

>>9903318
>Is there a bigger sign of mapper's impotence?
Arrows, which are a sign they've given up on even trying to make a map be intuitive to navigate.

>> No.9903338

>>9903304
Maybe pistol starting? It’s got some strict resources for sure, but you can get a BFG when you’re not even done with a third of the levels and there’s no episode reset to get rid of it.

>> No.9903346

>>9903327
Anon, there's no red key in the Pit. And the only arguably garbage area anywhere near the yellow key is that elevators-steps shit.

>> No.9903373

How the Frick do I get Route 66 the redneck rapmage add on to work on Raze.

I'm on android too. You put the files in the "add on" directory or main directory?

>> No.9903381
File: 1.04 MB, 1280x720, Screenshot_20220418-101811_Zeta_Touch.png [View same] [iqdb] [saucenao] [google]
9903381

>>9903260
>SW has ray tracing

>> No.9903391

>>9903381
incredible, truly ahead of its time, eat your heart out, Carmack

>> No.9903461
File: 17 KB, 380x383, 1681155603327511.jpg [View same] [iqdb] [saucenao] [google]
9903461

>run gzdoom after 2 years
>.ini is not in gzdoom folder, %appdata% or documents

>> No.9903472

>>9901062
You can use a Sky transfer linedef if you want, but your custom sky usage should respect the other rules about custom textures.

>> No.9903473

Is there any zscript mod to automatically show the map title when you enter? It doesn't need to be fancy, just display it in a big font and then fade it away

>> No.9903475

>>9903461
well, where the fuck is it?

>> No.9903476

>>9903473
when you load it*

>> No.9903482

>>9903473
Can be done in ACS as well but here's one, just don't think too hard about who made it.

https://marisakirisa.me/tmp/ds_maptitle_m.pk3

>> No.9903493

>>9903461
>>9903475
I've found it in my document
why the fuck

>> No.9903504

>>9903482
I bet that faggot didn't 1cc even one game, let alone finish it

>> No.9903506

>>9903220
I never had this issue, or any other really. Try using a portable ini? just make a gzdoom_portable.ini in the main folder

>> No.9903513

>>9903493
>why the fuck
Realignment to modern (where modern is ~15 years ago) Windows standard of "user data is stored somewhere in the user's folder".

>> No.9903562
File: 1.35 MB, 1600x900, spasm0002.png [View same] [iqdb] [saucenao] [google]
9903562

Just got downloaded Alkaline 1.2 and blasted thru HRT to see if it's any bad - turned out to be short & neat more than annoying, but for some reason the spidey suicide droids don't count as killed if they explode on their own now...
Slipgate Sickness being relocated to a secret level also suprized me as I was previously worried that it might get cut

>> No.9903575

>>9903506
You can also use the -config C:\Doom\ininamehere.ini command line argument to force it to use a specific ini, though it fucks up if you have spaces anywhere in the address.

>> No.9903583

>>9903058
>Defender of Faith
Best custom SSG sprite I've seen, smooth animation of it makes me hard to this day
The Gravedigger version from Ad Mortem is also cool, creamy looking in the custom palette and with that menacing skull

>> No.9903631
File: 559 KB, 1140x1286, gibz.png [View same] [iqdb] [saucenao] [google]
9903631

>>9901915
Thanks!
>>9902096
It's a sprite revamp for Ad mortem's final update.

>> No.9903650
File: 37 KB, 623x623, 66556453.jpg [View same] [iqdb] [saucenao] [google]
9903650

>>9902897
>initially started as a boom format project
>years later, for whatever reason they drop the boom format thing and becomes a limit removing project.
>now they started to revamp all the maps to make it more pure vanilla-friendly.

>> No.9903661

new thread whendo

>> No.9903668
File: 3.67 MB, 2560x1440, ad12_sick.png [View same] [iqdb] [saucenao] [google]
9903668

>>9903562
>Slipgate Sickness
This ended up being the last map I played in 1.2, I liked it a lot then and still do now. I was also worried they removed it.
>HRT
I liked this. It was one of many maps people here talked poorly about that ended up being nowhere near as bad as I was expecting.

>> No.9903692

>>9903493
something something makes it easier for commercial standalone GZDoom games

>> No.9903741

>>9903237
My god, this reaction pic reminds me of something but I feel like the source is something that I'd rather not remember.

>> No.9903746

>>9903318
>still seething about revenants
spooked much?

>> No.9903748

>>9900657
>Any large exterior map just takes fucking forever to light
just do it by hand why wait for the compiler?

>> No.9903769

>>9903748
Make lightmaps... by hand? Is that even possible?

>> No.9903775

can I beat myhouse with _all_ the stuff without noclip, or is it mandatory for "true ending", whatever it means? I don't want to read all 30 pages of spoilers on dw

>> No.9903793

>>9903775
Yes.

>> No.9903920
File: 67 KB, 275x348, Untitled.png [View same] [iqdb] [saucenao] [google]
9903920

perfection...

>> No.9903921

>>9903920
It really whips the cyberdemon's ass.

>> No.9903938

>>9903327
>My personal pet peeve of modern mappers though are cyberdemon turrets in cramped layouts
alien vendetta should have been treated as a novelty and not a design bible

>> No.9903991

>>9903327
I don't mind them. They have the downside that if they're elevated, they'll gather a crowd of angry monsters beneath the pedestal and it kind of deactivates the fight in a not very interesting way.

>> No.9903998

>replay doom 1
>the shotgun sucks so hard against nonhumans that i just rush to the nearest berserk and punch most of the enemies in each level
Was it always like this?

>> No.9904002

>>9903998
You're too used to deleting half of the monster roster in two shots with the SSG.

>> No.9904006
File: 293 KB, 3840x2160, 1683595782649374.jpg [View same] [iqdb] [saucenao] [google]
9904006

>>9903998
not really, the ssg is overpowered

>> No.9904015

>>9904002
True, but spending 3 shots on a single pinky when there's a dozen of them feels like shit, and so does 6 shotting cacodemons when there's half a dozen of them.

>> No.9904025

>>9902227
I liked the shareware anime version more, but Eidos didn't liked that at all

>> No.9904026

>>9903998
It’s not that great, only the nonzerked fists and pistol are worse.

>> No.9904034

>>9904015
how often does specifically doom 1 have a dozen pinkies? rockets are treated as a luxury but in ep 2 and 3 there's more than enough plasma you can pull it out when things are feeling spongy
And it's worth noting the chaingun has more raw dps than the standard shotgun, spend your damn bullets

>> No.9904037

>>9904034
i'm a cheapass with bullets. Also nearly every level had a berserk pack so that felt like the way to go against most enemies that i could run up to.

>> No.9904038

The powerlevel of the SSG aside, the whole rhythm of play it has is just so satisfying and enjoyable as well. It's so powerful that it's worth lining up your shots to multiple weaklings or getting closer for meatshots and while you're reloading you have a little moment where you can survey the surroundings for information and then flick in for another SSG.

Same with BFG but it's of course a bit more finicky. Much more enjoyable than berserk fist dance or chaingun just hold onto the target. Plasma from mid range is a bit fun too because you have to account for the travel time while fighting the horizontal auto aim. Or maybe plasma leans more towards tedious actually.

>> No.9904041

>>9904015
At what point in Doom 1 is there ever a dozen Cacos in play? And if there are any, what maps make you fight a dozen Cacos with no rockets?

>> No.9904046

>>9904038
Forgot to add; the sound. BOOM CLACK CLACK BOOM CLACK CLACK is like another instrument in the midis for me, doesn't sound right without it.

>maps where you hold down SSG eww xd
Fuck you, bubs.

>> No.9904060

SSG being overpowered is only the second biggest problem with it, the biggest problem is that it encourages bad mapping practices by increasing the powerlevel of shells as an ammo type while not being overpowered enough to make mappers hold it back. Bitch I want more rockets and cells if you're going to make me fight droves of medium to high hp enemies.

>> No.9904086
File: 37 KB, 300x400, en garde.jpg [View same] [iqdb] [saucenao] [google]
9904086

>>9901446
>rear open

>> No.9904119

>>9902993
>do some people really think everyone in the modding community for a 30yo game has l33t gaming rigs?

Didnt Malice come out in the 90s?

>> No.9904127

>>9903381
>lo wang is a vampire

>> No.9904134
File: 122 KB, 682x697, 3brons.jpg [View same] [iqdb] [saucenao] [google]
9904134

I don't think the super shotgun is overpowered, but I think coming to the conclusion that it's better than the rocket launcher can be dangerous.

>> No.9904142

If I load a directory with the -file option in GZDoom, it loads .wads fine, but ignores .pk3s why?

>> No.9904149

>>9904142
It should load them fine, make sure you're typing the full correct filename with extension.

>> No.9904152

>>9904134
It actually is better against cybers and masterminds, and in a lot of situlations the rocket launcher is unusable in practice for obvious reasons.

>> No.9904170

>>9904149
The problem I'm trying to solve is I don't want to type the file names, I just want to load all of the contents of a given directory (And store the config and saves in that directory)
Example:
>.\GZDoom\mod\mod.pk3
>.\GZDoom\mod\pwad.wad
>.\GZDoom\gzdoom.exe
If I do
>gzdoom.exe -file .\mod
It will load pwad.wad, but won't load mod.pk3.

>> No.9904180

>>9904142
>>9904170
When you load a folder, it's loading it the same way it would load a .pk3. .WADs inside .pk3s can be loaded, as that's how maps have to be stored, but .pk3s can't be nested inside a .pk3.

>> No.9904189
File: 15 KB, 200x300, 1672936526554136.png [View same] [iqdb] [saucenao] [google]
9904189

>>9904180
If I rename the .pk3 to .wad it loads both.

>> No.9904196

>>9904180
I get what you're saying but that's.. annoying. I'm going to have to iterate over the contents to the directory and pass them all as arguments then.

>> No.9904218
File: 59 KB, 500x312, 169874928733.jpg [View same] [iqdb] [saucenao] [google]
9904218

how come we never got Duke Snookem 3D ?

>> No.9904272

>>9904218
Duke pulling out a cue and being able to only hit the balls specifically instead of spamming use would've been funny even if it was a one-off thing.

>> No.9904306

>simplici7y still down after weeks

>> No.9904330

Fuck it, just added a line to my launch script to rename any pk3's to wad lmao

>> No.9904395

>>9903631
That sounds swell. I'm looking forward to it.

>> No.9904408

>>9904272
yeah and if he had some snooker related quips too like
>snooker is just chess with balls
or something

>> No.9904410

>>9903998
The base shotgun is one HAIR too weak and the super shotgun could use a slightly longer reload to even it out. Alternatively, I'd also be alright with just one shotgun that was between the strength of both, but with ammo for it made less common.

>> No.9904416

Super shotgun should have 3 barrels and you can rapidly fire all 3, but have a long reload time.

>> No.9904421

>>9900152
Is this some new level clickbait? It's not even titled "A DOOM Remake -WOULD BE- Awful!!1".
>>9901335
On /aco/ there's /xeno/ and nightmare waifu threads. Sometimes on /trash/ a /terrato/ (yes, double r for some reason) appears but it's shit.
If you're looking purely for content and don't care for discussion and banter, go to e621 or something and just search for ~monster ~demon ~alien f -m/m -anthro to get aliens and/or monsters and/or demons, must be fem, no gay stuff, no furry stuff.

>> No.9904430

>>9904421
The guy who uploaded that video is some clickbait faggot for the new Doom games, but I guess he's expanding his horizons since Eternal hasn't had anything new in about a year.

>> No.9904443
File: 10 KB, 470x454, 6346324623.png [View same] [iqdb] [saucenao] [google]
9904443

>>9904416
Like the Hellbound shotgun in Final Doomer? I've been thinking about this a lot actually, some kinda shotgun that could serve both the role of the SSG AND the regular shotgun. Without needing extra inputs.

If you're not aware, the Hellbound shotgun lets you hold the fire button and fire up to three consectutive shots, the trade off being you need to pump for each time you fire. So firing three shots would force you to do three pumps before the gun goes back to idle. Honestly I think it's fucking genius.

>> No.9904451 [SPOILER] 
File: 217 KB, 1280x720, Screenshot_Doom_20230515_053404.png [View same] [iqdb] [saucenao] [google]
9904451

>>9903793
Welp.
god bless brightmaps

>> No.9904452

Give me a title and OP image and I'll make the new thread when we hit page 10.

>> No.9904463
File: 2.23 MB, 1920x951, 1530488286609.png [View same] [iqdb] [saucenao] [google]
9904463

>>9904452
PECULIAR EXPEDITION

>> No.9904475

>>9904472
>>9904472
>>9904472

>> No.9904501

>>9904443
Pretty much, yeah.